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[idea and question]Making Characters to Monsters

Discussion on [idea and question]Making Characters to Monsters within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[idea and question]Making Characters to Monsters

I remember 1 time i was playing very old co server and level 1 monsters where
Character girl.

i was thinking if its possible making EX level 1 monster to a ninjas who will attack you with katanas.

i am trying to work on that so if anyone have idea or know how to make this please give me info about it thx.


#edit i figure out the first part




#edit and for the second part how to put gears on him i was thiking maybe its possible to do like this,

since its a monster it use a custom name which we can prob make something like this in the source

if name ("test");
{
Headgear = 13223214;
Armor = 3434242;
Weapon = 342324;
}

idk something like that .

tested works fine, next is how to put hear on them
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Old 06/09/2013, 08:01   #2
 
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Have you tried populating their gear offsets? Monsters and players both use the same spawn packet. Not sure how the client handles monster range of uid's when using gear but it's the first thing you should be trying.
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Old 06/09/2013, 08:03   #3
 
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Its simple ive come up with it one time as i created a new look face wearing armors and armets jumping and hitting with skills of player but it was just a clientsided someone around here made it up without the client .

About the hair in ur monster.dat search for the specified monster and change Armet=AnyheadgearID

RWeapon=righthandweaponID

LWeapon=lefthandweaponID

To make them wear armors in ur armor.dbc creat a look face like 05000000 and make it apply to the player motion
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Old 06/09/2013, 08:33   #4
 
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Quote:
Originally Posted by 2slam View Post
Its simple ive come up with it one time as i created a new look face wearing armors and armets jumping and hitting with skills of player but it was just a clientsided someone around here made it up without the client .

About the hair in ur monster.dat search for the specified monster and change Armet=AnyheadgearID

RWeapon=righthandweaponID

LWeapon=lefthandweaponID

To make them wear armors in ur armor.dbc creat a look face like 05000000 and make it apply to the player motion
thank you dude that rly worked, +1

oh and pro4never i was thinking if client side works then i think its bad idea doing source side, coz that will put extra pressure on the server?
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Old 06/09/2013, 08:37   #5
 
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Originally Posted by LordGragen. View Post
thank you dude that rly worked, +1

oh and pro4never i was thinking if client side works then i think its bad idea doing source side, coz that will put extra pressure on the server?
Great job show me ur progress and i'll feed u more.
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Old 06/09/2013, 08:40   #6
 
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Originally Posted by 2slam View Post
Great job show me ur progress and i'll feed u more.


next i will try the garment,

and then i will try the hair and armor, where is the garment located?
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Old 06/09/2013, 09:07   #7
 
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Originally Posted by LordGragen. View Post


next i will try the garment,

and then i will try the hair and armor, where is the garment located?
About hair u can put head gear in monster.dat armet=headgearID

about the garment or armor u've to choose a garment or an armor by creating a new lookface in ur armor.dbc like [005000000] and make the meshid and texture id as a garment for an example

[005000000]
meshid=003182305 // c3 file of small male southofcloud garment
Textureid=003182305 // dds file for small male southofcloud garment

But notice in that case they will not move or handle any weapons until u apply to them all the motion files of the small male and that can be done by opening ur 3dmotion.dbc and search for 00300xxxxxx=c3/0003/***/***.c3

Copy all lines that looks like that then change the 003 in the begining by 005 by crtl+h find/replace method and u got it .

Ive used such way long time ago and have made the npcs dancing like that

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Old 06/09/2013, 09:29   #8
 
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Quote:
Originally Posted by 2slam View Post
About hair u can put head gear in monster.dat armet=headgearID

about the garment or armor u've to choose a garment or an armor by creating a new lookface in ur armor.dbc like [005000000] and make the meshid and texture id as a garment for an example

[005000000]
meshid=003182305 // c3 file of small male southofcloud garment
Textureid=003182305 // dds file for small male southofcloud garment

But notice in that case they will not move or handle any weapons until u apply to them all the motion files of the small male and that can be done by opening ur 3dmotion.dbc and search for 00300xxxxxx=c3/0003/***/***.c3

Copy all lines that looks like that then change the 003 in the begining by 005 by crtl+h find/replace method and u got it .

Ive used such way long time ago and have made the npcs dancing like that

thank you for the npc dance also looks sick. i remember sub class only doing that.


[005000000] // what you mean by this is this the monster mesh id?
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Old 06/09/2013, 09:37   #9
 
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thank you for the npc dance also looks sick. i remember sub class only doing that.


[005000000] // what you mean by this is this the monster mesh id?
Monster lookface.
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Old 06/09/2013, 14:47   #10
 
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monster lookface are located in c3,monster right? coz so far what i tryed did not work can you give me a example with the level 1 monster lookface so i can do the rest?

but also dont i have to add 1004? coz thats the lookface i am using atm for the monster.
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Old 06/09/2013, 16:30   #11
 
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If you used those ID's and assumed they work then they won't, since you use the actual ID of the item, not the model ID.

Ex. 410339 for BuriedBlade.
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Old 06/09/2013, 17:12   #12
 
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Quote:
Originally Posted by Super Aids View Post
If you used those ID's and assumed they work then they won't, since you use the actual ID of the item, not the model ID.

Ex. 410339 for BuriedBlade.

don't get what do u meam?
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Old 06/09/2013, 17:17   #13
 
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Quote:
Originally Posted by 2slam View Post
don't get what do u meam?
Was referring to the spawnpacket.
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Old 06/09/2013, 17:29   #14
 
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Quote:
Originally Posted by Super Aids View Post
Was referring to the spawnpacket.
then he has to apply the model id and the effect id each.
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Old 06/09/2013, 17:44   #15
 
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No. The spawnpacket does not use model id. It uses the item id.
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