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Facing Target when casting
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Ultima One
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Ultima One

Post: #1
Facing Target when casting
I have the flag set to NOT face target when casting, however they still turn to face the target... is this an issue others can reproduce? Or just me?

Code:
// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE              00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT               00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT                   00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE           00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE            00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS      00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP         00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD             00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE           00100 // firing bow while moving
// COMBAT_STAYINRANGE              00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR               01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT             02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=00040|00020|00001


// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE        = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST            = 0x0000002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR           = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF        = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS         = 0x0000010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST       = 0x0000020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK    = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS  = 0x0000080 // Field spells cannot cross over blocking objects
// MAGICF_NOANIM         = 0x0000100 // Auto SPELLFLAG_NO_ANIM in every spell.
MagicFlags=0x0000080|0x0000001

ULTIMA ONE
The modern, sphere powered Ultima Online server
01-29-2013 03:05 AM
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Shaklaban
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DOT

Post: #2
RE: Facing Target when casting
dont use "x" in flags, sphere reads hex numbers without "x".
(This post was last modified: 01-29-2013 03:36 AM by Shaklaban.)
01-29-2013 03:35 AM
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Ultima One
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Posts: 238
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Likes Received: 10 in 6 posts
Joined: Jan 2013
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Ultima One

Post: #3
RE: Facing Target when casting
ok Wink will give that a go

Thanks!

ULTIMA ONE
The modern, sphere powered Ultima Online server
01-29-2013 03:50 AM
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