DbMon Error after loading Wing Action

07/25/2013 23:32 Godricc#1
Yet another error when loading up some new stuff.

So I have added the 17 newest wings, excluding the 3 dumb angel wings.
(unq_angel 1, 2 and 3)

After adding all the files, which I might add went great, OTHER than the action files. Aka the wing actions that hold the skels and animations.
It error-ed out after loading ONLY some of the arc and alo actions.

These are all new action files, that go to each and every wing.

First let me start by stating that I made each wings lines in the etc and shape.
The wings are for all classes to cut down the amount lines I had to add.

But I made sure to add the action files for each class for each wing.
So I checked them all and made sure to add all the correct files and everything to. {Wings are fine and in game, only the animations are working obviously because the actions wouldn't load.

I added 11 different action.csvs for each wing, so since they are all for every class, I made 11 actions for one wing. This means they all have the same index.

If someone could explain if I messed anything up here that would be awesome!

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Thanks again always.

Bump :D
07/26/2013 08:04 kurmiz#2
Quote:
I added 11 different action.csvs for each wing, so since they are all for every class, I made 11 actions for one wing. This means they all have the same index.
If you made one wing wearable for all classes, you need only 1 acton file.
If you made 1 wing for 1 class, then 1 action file for each wing.

You can also check if you dont have actions which A3 server cant read (dont remember for sure).

Show example of one csv.
07/26/2013 09:57 conquer93#3
Share/action/ is no different u can use Koreans action of the wings just change index and paths if needed
I'm not sure what Imma Do after work but maybe I'll be on Skype I will message u then but this time answer lol so I can help you :)
07/26/2013 18:45 Godricc#4
Does this mean I need to add the animations to ONE action file?

Atm they hold the animations for each class. So I have 11 for 1 wing since not everyone has the same animations.

Creature ITEM Column Column [1] Column [2] Column [3] Column [4] Column [5] Column [6] Column [7] Column [8] Column [9] Column [10] Column [11] Column [12] Column [13]
Index 41073
Skeleton Wing\EQU_CAS_WING_02_MID.skel

Style Action Index Animation Start_Inter End_Inter TimeLength Swing Strike Timing Split Timing2 Freeze Effect CancelTime DefaultAction
0 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
0 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
0 STAND 2 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
0 STAND 3 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
0 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
0 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
0 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
0 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
0 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
0 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
0 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
1 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
1 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
1 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
1 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
1 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
1 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
1 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
1 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
1 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
2 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
2 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
2 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
2 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
2 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
2 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
2 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
2 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
2 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
25 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
25 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
25 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
25 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SPR_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
25 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
25 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
25 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
25 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
25 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
26 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
26 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
26 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
26 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 4 1 0.9 0 0 0 0 0 0 0 0 1
26 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
26 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
26 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
26 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
26 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
27 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
27 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
27 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
27 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SPR_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
27 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
27 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
27 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
27 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
27 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
28 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
28 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
28 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
28 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 4 1 0.9 0 0 0 0 0 0 0 0 1
28 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
28 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
28 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
28 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
28 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
23 STAND 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
23 STAND 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
23 MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 5 1 2 0 0 0 0 0 0 0 0 1
23 MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0 1
23 SM_MOVE 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
23 SM_MOVE 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SWIM_RUN.anim 5 1 0.9 0 0 0 0 0 0 0 0
23 OPENMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
23 OPENMARKET 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
23 CLOSEMARKET 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_SIT.anim 1 1 2 0 0 0 0 0 0 0 0 1
23 OPENFISHING 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
23 OPENFISHING 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
23 CLOSEFISHING 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
23 CLOSEFISHING 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
23 CLOSEFISHING 2 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 4 1 2 0 0 0 0 0 0 0 0 1
23 FISHFIGHTING 0 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 1 1 2 0 0 0 0 0 0 0 0 1
23 FISHFIGHTING 1 Item\Armor\Wing\ALO_EQU_CAS_WING_02_NON_STAND.anim 1 1 2 0 0 0 0 0 0 0 0 1
07/27/2013 12:18 kurmiz#5
One item index = 1 action file.

Its animation of wings, not characters itself. If you want to have unique animation/position/size etc for each class, you need create separated wings for each class (unique wing index for each class)

Which anim file to load, system decide by weapon class index (for each action you can do with it: run,stand, sit etc), which they are wearing. If you put on weapon which style index are not described in action file - wings will not move.

0 is bear hands i think, and 23 is fishing rods.
07/28/2013 17:34 Godricc#6
How do I make one file contain all 11 characters animations for weapons and etc?
I would think Id have to add all of the lines. But I have never added just modified.