Register for your free account! | Forgot your password?

Go Back   elitepvpers > MMORPGs > Flyff > Flyff Private Server
You last visited: Today at 12:03

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Wingmask Stand Animation

Discussion on Wingmask Stand Animation within the Flyff Private Server forum part of the Flyff category.

Reply
 
Old   #1
 
elite*gold: 0
Join Date: Sep 2017
Posts: 32
Received Thanks: 0
Cool Wingmask Stand Animation

Hi, anyone knows how wingmask animate during standing of the character like insanity flyff?

I have wing model with walk and stand animation. But ingame, the stand animation is not working.

see .gif below;

Kakerou is offline  
Old 12/23/2018, 20:41   #2
 
MrDemian's Avatar
 
elite*gold: 0
Join Date: Jan 2014
Posts: 187
Received Thanks: 157
Code:
if (pRideProp && pRideProp->dwID == II_RID_RID_BOR_LADOLF || pRideProp->dwID == II_RID_RID_BOR_JLADOLF
#if __VER >= 9
				|| pRideProp->dwID == II_RID_RID_BOR_JLADOLF_S || pRideProp->dwID == II_RID_RID_BOR_LADOLF_S
#endif	//
				)
			{
				if (m_pLadolf == NULL)
				{
					m_pLadolf = new CModelObject;
					m_pLadolf->InitDeviceObjects(pd3dDevice);
					m_pLadolf->LoadBone("mvr_Ladolf.chr");
					m_pLadolf->LoadElement("mvr_Ladolf.o3d", 0);
					m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
				}

				D3DXMATRIX mLadolf = mRide;
				D3DXVECTOR3 vLocal;

				FLOAT fAngXZ = GetAngle();
				FLOAT fAngH = GetAngleX();
				AngleToVector(&vLocal, fAngXZ, -fAngH - 10.0f, 1.4f);

				// ³¯±â ½ÃÀÛ - °¡¼ÓÁß
				if (m_pActMover->GetStateFlag() & OBJSTAF_ACC)
				{
					if (m_dwLadolfFlag == 0)
					{
						m_pLadolf->LoadMotion("mvr_Ladolf_walk.ani");
						m_pLadolf->SetMotionBlending(TRUE);
						m_pLadolf->SetLoop(ANILOOP_LOOP);
						m_dwLadolfFlag = 1;
					}
				}
				else
				{
					if (D3DXVec3LengthSq(&m_pActMover->m_vDelta) < 0.001f)
					{
						if (m_dwLadolfFlag == 1)
						{
							m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
							m_pLadolf->SetMotionBlending(TRUE);
							m_pLadolf->SetLoop(ANILOOP_LOOP);
							m_dwLadolfFlag = 0;
						}
					}
				}

				mLadolf._41 += vLocal.x;
				mLadolf._42 += vLocal.y;
				mLadolf._43 += vLocal.z;

				m_pLadolf->m_nNoEffect = m_pModel->m_nNoEffect;
				m_pLadolf->Render(pd3dDevice, &mLadolf);
				m_pLadolf->m_nNoEffect = 0;
			}
You'll have to change the entire code but this is the base. Merry Christmas!
MrDemian is offline  
Old 12/24/2018, 02:41   #3
 
elite*gold: 0
Join Date: Sep 2017
Posts: 32
Received Thanks: 0
Quote:
Originally Posted by MrDemian View Post
Code:
if (pRideProp && pRideProp->dwID == II_RID_RID_BOR_LADOLF || pRideProp->dwID == II_RID_RID_BOR_JLADOLF
#if __VER >= 9
				|| pRideProp->dwID == II_RID_RID_BOR_JLADOLF_S || pRideProp->dwID == II_RID_RID_BOR_LADOLF_S
#endif	//
				)
			{
				if (m_pLadolf == NULL)
				{
					m_pLadolf = new CModelObject;
					m_pLadolf->InitDeviceObjects(pd3dDevice);
					m_pLadolf->LoadBone("mvr_Ladolf.chr");
					m_pLadolf->LoadElement("mvr_Ladolf.o3d", 0);
					m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
				}

				D3DXMATRIX mLadolf = mRide;
				D3DXVECTOR3 vLocal;

				FLOAT fAngXZ = GetAngle();
				FLOAT fAngH = GetAngleX();
				AngleToVector(&vLocal, fAngXZ, -fAngH - 10.0f, 1.4f);

				// ³¯±â ½ÃÀÛ - °¡¼ÓÁß
				if (m_pActMover->GetStateFlag() & OBJSTAF_ACC)
				{
					if (m_dwLadolfFlag == 0)
					{
						m_pLadolf->LoadMotion("mvr_Ladolf_walk.ani");
						m_pLadolf->SetMotionBlending(TRUE);
						m_pLadolf->SetLoop(ANILOOP_LOOP);
						m_dwLadolfFlag = 1;
					}
				}
				else
				{
					if (D3DXVec3LengthSq(&m_pActMover->m_vDelta) < 0.001f)
					{
						if (m_dwLadolfFlag == 1)
						{
							m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
							m_pLadolf->SetMotionBlending(TRUE);
							m_pLadolf->SetLoop(ANILOOP_LOOP);
							m_dwLadolfFlag = 0;
						}
					}
				}

				mLadolf._41 += vLocal.x;
				mLadolf._42 += vLocal.y;
				mLadolf._43 += vLocal.z;

				m_pLadolf->m_nNoEffect = m_pModel->m_nNoEffect;
				m_pLadolf->Render(pd3dDevice, &mLadolf);
				m_pLadolf->m_nNoEffect = 0;
			}
You'll have to change the entire code but this is the base. Merry Christmas!

Thanks for response bro, but this code is the same as mine x.x
Kakerou is offline  
Old 12/25/2018, 05:56   #4
 
xToffer's Avatar
 
elite*gold: 0
Join Date: Apr 2018
Posts: 139
Received Thanks: 18
I think the pma_wing is the base you have to do some changes in the code.
xToffer is offline  
Old 12/25/2018, 10:32   #5
 
elite*gold: 0
Join Date: Jun 2017
Posts: 159
Received Thanks: 5
Edit mover.cpp
thetoys is offline  
Old 12/25/2018, 17:53   #6
 
MrDemian's Avatar
 
elite*gold: 0
Join Date: Jan 2014
Posts: 187
Received Thanks: 157

This should do it, havnt checked the source just rewrote the code from this Thread
Code:
if(g_pPlayer)
{
	CItemElem* pWings = g_pPlayer->GetEquipItem(PARTS_CLOAK); //Change it to your Parts Define
	if(pWings)
	{
		if (m_pWingModel == NULL) //New CModelObject
		{
			m_pWingModel = new CModelObject;
			m_pWingModel->InitDeviceObjects(pd3dDevice);
			m_pWingModel->LoadBone("mvr_Ladolf.chr"); //mvr whatever 
			m_pWingModel->LoadElement("mvr_Ladolf.o3d", 0); //
			m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");//
		}
	
		if (g_pPlayer->m_pActMover->GetStateFlag() == OBJSTAF_WALK)
		{
			m_pWingModel->LoadMotion("mvr_Ladolf_walk.ani");
			m_pWingModel->SetMotionBlending(TRUE);
			m_pWingModel->SetLoop(ANILOOP_LOOP);
		}
		else
		{
			m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");
			m_pWingModel->SetMotionBlending(TRUE);
			m_pWingModel->SetLoop(ANILOOP_LOOP);
		}
	m_pWingModel->m_nNoEffect = m_pModel->m_nNoEffect; //Sfx
	m_pWingModel->Render(pd3dDevice, &mLadolf);
	m_pWingModel->m_nNoEffect = 0;
	}
}
MrDemian is offline  
Old 12/26/2018, 06:06   #7
 
elite*gold: 0
Join Date: Jun 2017
Posts: 159
Received Thanks: 5
I think it's very easy.
Just edit the code in mover.cpp.
thetoys is offline  
Old 12/30/2018, 13:35   #8
 
xToffer's Avatar
 
elite*gold: 0
Join Date: Apr 2018
Posts: 139
Received Thanks: 18
Quote:
Originally Posted by MrDemian View Post

This should do it, havnt checked the source just rewrote the code from this Thread
Code:
if(g_pPlayer)
{
	CItemElem* pWings = g_pPlayer->GetEquipItem(PARTS_CLOAK); //Change it to your Parts Define
	if(pWings)
	{
		if (m_pWingModel == NULL) //New CModelObject
		{
			m_pWingModel = new CModelObject;
			m_pWingModel->InitDeviceObjects(pd3dDevice);
			m_pWingModel->LoadBone("mvr_Ladolf.chr"); //mvr whatever 
			m_pWingModel->LoadElement("mvr_Ladolf.o3d", 0); //
			m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");//
		}
	
		if (g_pPlayer->m_pActMover->GetStateFlag() == OBJSTAF_WALK)
		{
			m_pWingModel->LoadMotion("mvr_Ladolf_walk.ani");
			m_pWingModel->SetMotionBlending(TRUE);
			m_pWingModel->SetLoop(ANILOOP_LOOP);
		}
		else
		{
			m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");
			m_pWingModel->SetMotionBlending(TRUE);
			m_pWingModel->SetLoop(ANILOOP_LOOP);
		}
	m_pWingModel->m_nNoEffect = m_pModel->m_nNoEffect; //Sfx
	m_pWingModel->Render(pd3dDevice, &mLadolf);
	m_pWingModel->m_nNoEffect = 0;
	}
}
this work?
xToffer is offline  
Reply

Tags
animation, flyff, wingmask


Similar Threads Similar Threads
Release WingMask :D
04/29/2017 - Flyff PServer Guides & Releases - 33 Replies
Servu's Ich Release hier mal 7 WingMask die ich auf meinem Rechner gefunden habe sind aber kein FLOATING... mir WAYNE :) Im Inhalt sind Fertige einträge der MdlDyna.inc PropItem.txt und defineItem.h Sowie Der Model Ordner und Texture Ordner :) Passwort: kevinonepvp
Wingmask error [WORLD SERVER]
04/13/2013 - Flyff Private Server - 3 Replies
Hab schon gefixt ;) !
WingMask von ForsakenFlyff
03/14/2013 - Flyff Private Server - 1 Replies
Hallo , ich habe zum testen die WingMasken von forsaken flyff genommen und das system auch eingebaut. Die einträge habe ich auch von Forsaken flyff. Ingame sind die Flügel aber Unsichtbar also man sieht die GARNICHT hätte jemand eine ahnung woran es liegt ? ich besitze denn ganzen model ordner von Forsaken Flyff!



All times are GMT +1. The time now is 12:05.


Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2025 elitepvpers All Rights Reserved.