|
You last visited: Today at 01:54
Advertisement
Animations - 2H Warrior Skill Hit Bug.
Discussion on Animations - 2H Warrior Skill Hit Bug. within the SRO Private Server forum part of the Silkroad Online category.
08/26/2015, 00:12
|
#1
|
elite*gold: 0
Join Date: Jul 2009
Posts: 1,860
Received Thanks: 757
|
Animations - 2H Warrior Skill Hit Bug.
Anyone know, who actually got into skill chaining, that basic_chaincode is necessary "chaining" (as it says) each skill series with the next tier.
100000 SKILL_PUNCH_A_01 [...] 100015
...
100015 SKILL_PUNCH_A2_01 [...] 100030
...
100030 SKILL_PUNCH_A3_01 [...] 0
Tho, it seems like the warrior animation "skill_eu_warrior_twohanda_cry_c.ban" is just a bit buggy.
Without redirecting characters to the animation file, the 3-chain-combo will do its work, hitting the enemy 3 times in a row, but entirely without any animation, but idle staying.
Adding the animation will result showing only 2 indications of 3 hits. The last one will be animated, but the damage "popup" won't be shown at all.
Lv 120+ skills like the shielded 3 combo hit, 1 handed 4 combo skill, 2 handed 3 combo skill as well, even the 4 combo or 5 combo dual axe skills are working fine.
Anyone know actually how to solve this?
Small demonstration:
NVM. Fixed it. The *.ban file was just lacking some definitions.
|
|
|
08/26/2015, 06:15
|
#2
|
elite*gold: 0
Join Date: Jul 2014
Posts: 23
Received Thanks: 2
|
what do you mean with
Quote:
Originally Posted by blapanda
The *.ban file was just lacking some definitions.
|
were you be able to edit the .ban file?
|
|
|
08/26/2015, 12:37
|
#3
|
elite*gold: 0
Join Date: Jul 2009
Posts: 1,860
Received Thanks: 757
|
Yes, like editing the *.bmt files (changing *.ddj or *.efp names/declarations), you are able to edit those files in an editor as well, for instance with Notepad++.
You just have to know what you are actually doing, without effing up anything.
|
|
|
08/26/2015, 22:34
|
#4
|
elite*gold: 0
Join Date: Jul 2014
Posts: 23
Received Thanks: 2
|
That's not like .bmt files .bmt files are more easier , i've just openned the .ban file in notepad and that's what i got
as you see that's so complicated all i could notice here is just 1 bone
so how it works?
|
|
|
08/27/2015, 00:51
|
#5
|
elite*gold: 0
Join Date: Aug 2015
Posts: 47
Received Thanks: 27
|
One thing ...... It's complicated like hell !
|
|
|
08/28/2015, 11:50
|
#6
|
elite*gold: 1
Join Date: Jul 2015
Posts: 207
Received Thanks: 60
|
Quote:
Originally Posted by Seal0fSun
One thing ...... It's complicated like hell !
|
why ?
|
|
|
08/28/2015, 22:37
|
#7
|
elite*gold: 0
Join Date: Jul 2014
Posts: 23
Received Thanks: 2
|
Silence -.-
|
|
|
|
Similar Threads
|
[GUIDE/ANIMATIONS] Creating run/walk animations which work properly
09/25/2012 - Metin2 PServer Guides & Strategies - 2 Replies
Good afternoon elitepvpers,
in this brief guide I will explain how to create any animation that implies a movement of the model in the world space. Many have been wondering why new run or walk animations wouldn't work properly, and today I will explain the reason. I'm sorry but I did not include any screenshot, for lack of both willingness and time.
An animations works by moving various bones, and I think this part is clear to everyone. The thing is, the Granny3D engine cannot know if the...
|
A question with skill animations
07/01/2011 - Dekaron Private Server - 0 Replies
Hey , anyone know how to fasten or slow down skill animations?, im looking to speed up some skill animations. Thank you.
|
Skill Animations
09/27/2009 - Ragnarok Online - 1 Replies
Hello, I was just curious where the skill animations were stored (whether or not it is the client or server-side).
Not just the spr/act files, but what actually tells the skill to use which slides / animations.
Such as when you walk, what makes the walk command use act01 of the act?
Thank you in advance!
|
help about master skill's animations..(rfPH)
08/25/2008 - RF Online - 0 Replies
#Deleted
I dont need the animations anymore..
Hihih
|
All times are GMT +2. The time now is 01:54.
|
|