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New anim packet for Enhanced Client
Author Message
karma
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Post: #8
RE: New anim packet for Enhanced Client
Weird thing: i'm pretty sure that in the past 6E did not work with the EC, and now, it is working °_°
I use this function for testing.
Code:
[function oldanim]
sendpacket 06e D<UID> W<dargv0> W<qval <dargv1>?<dargv1>:0> W<qval <argv2>?<dargv2>:0> <qval <argv3>?<dargv3>:0> <qval <dargv4>?<dargv4>:0> <qval <argv5>?<dargv5>:0>
And, weirder thing.. the anims i took note of are not working anymore :/

I'll continue doing tests, stay tuned lol

Does anyone have a list describing which anim number corresponds to which type of animation?

I'm testing with EC 4.0.35.1 and these are my conclusions right now:
1) 0x6E still works (with my great surprise, as i said before, time ago the only anim packet working in the EC was the 0xE2). The animation IDs seems to be the same as those in the CC, to be sure i need the list i asked above (yes i can test it manually but it is a bit long and boring to do, maybe i'll do it tomorrow).
2) 0xE2 shows only few animations in the EC. Action group 9 and 10 are the new gargoyle flying anims. Using 9 and 10 with body = c_man don't do anything.
3) 0x6E works with humans, elfs and gargoyles.
4) With 0x6E, setting different frame count, repeat times, forward/backward, no repeat/repeat or delay is irrelevant: the anim showed use default, non-changeable parameters. The only thing you can change, of course, is the action.

Can any dev make a build where the anim packet sent to the EC is 0x6E and not 0xE2, so i can test it? Obviously, the gargoyle flying anims need 0xE2.
(This post was last modified: 10-10-2014 04:42 AM by karma.)
10-10-2014 03:46 AM
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RE: New anim packet for Enhanced Client - karma - 10-10-2014 03:46 AM

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