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-   -   Weapon Graphic Attack Animation (https://www.eqemulator.org/forums/showthread.php?t=29523)

RichardoX 09-12-2009 12:42 AM

Weapon Graphic Attack Animation
 
As you are aware, adding a weapon graphic (short of giving the npc the actual weapon) does not effect the attack animation of the npc. So if I gave an elf the weapon graphic of a halberd, it would perform the punching animation while engaged.. I propose that someone team up with me and work on a solution for this. I had the idea of having it consult a table in the database to find the proper animation id to perform the correct attack.

I'd be willing to populate a database of all of the weapon graphic id's and corrosponding animation id's if someone is willing to do the code work that will fetch and use this information. This would be nice for realism in zones.

Rogean 09-12-2009 01:17 AM

npc_type column, attackanimation~

AndMetal 09-12-2009 01:38 AM

Quote:

Originally Posted by Rogean (Post 178350)
npc_type column, attackanimation~

I tend to agree.

ChaosSlayerZ 09-12-2009 01:40 AM

I remember this been offered few month ago by Trev, but was this EVER implemented? There is nothing about it in changelog file

here is original thread

http://www.eqemulator.net/forums/sho...ight=animation

RichardoX 09-12-2009 02:39 AM

Ahh, never knew about that... Well now I feel dumb. :p

blackdragonsdg 09-12-2009 04:17 AM

Could this same idea be used to alter player character attack animations or is that hard coded in the client? Reason I ask is that 2HB weapons use a waist level poking animation that should only have been used for piercing weapons. Its just my opinion but I think that all 2HB attack animations should look similar to the 2HS attack animations. The over head chopping action or swinging like you would with a baseball bat makes far more sense for a blunt object than proding at something like your trying to stab it.

RichardoX 09-12-2009 11:36 AM

Client reads item data (2hs,1hs, etc) and handles it all. The possibility of forcing the client to perform said animation is debatable. I wouldn't know.

AndMetal 09-14-2009 01:40 AM

Quote:

Originally Posted by RichardoX (Post 178381)
Client reads item data (2hs,1hs, etc) and handles it all. The possibility of forcing the client to perform said animation is debatable. I wouldn't know.

I didn't read through all of the attack code to verify, but you may want to check out Mob::AttackAnimation, because I'm pretty sure it sends an animation packet (via Mob::DoAnim) every time you attack.

Rogean 09-14-2009 01:43 AM

Yea it can all be changed if the code is put in for it. The server sends out animation packets. You could have all melee filters turned off so you won't receive the damage packets, but you still see swing animations due to that seperate packet.

KLS 09-14-2009 03:16 AM

Quote:

npc_type column, attackanimation
Better solution probably would be attack_type_primary/attack_type_secondary, that way it could also override the damage type so they're actually slashing with fake swords~


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