well, i think its more about removing the animation delay for the attack.
Think that could be done other ways in CE to, removing animation effects. Havent tried it yet tho.
When you filter a cry with a wave, it does a wave, obviously. Spellcasting however sends two packets. One for the spell effect itself, and another one for the animation, it seems.
I like the way you made this thread. It really makes the interested ppl involved and makes them understand the mechanics more. I'm gonna try it tomorrow.
I manage to completely remove animation of my char with CE. But like someone already said above, looks like there's some locking handle that make us can't cast another spell until the real animation finished.
If you tried to cast another spell before your real casting animation finished you'll get this error message :
- The skill / force are in preparation (or something like that)
The procedure are like this :
- You cast a spell
- Client do the animation of you casting a spell and lock you from casting another spell (the lock will be released when the animation finished)
- Client send data to server that you've cast the spell along with it's cooldown time
- Server send the data of the damage dealt to target.
- Client play animation of the target recieveing the damage.
- And when the cooldown finished server tell something like "you can cast this spell again"
That's what i think. Please correct me if I'm wrong, because looks like this thread are going nowhere
Mmmmmmmm Animation Speed Increase [Force] 05/20/2008 - RFO Hacks, Bots, Cheats, Exploits & Guides - 24 Replies CE -> Scan ur name -> find the fly hack address
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