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Old weapon swing system
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xfolder
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Post: #1
Old weapon swing system
Hi, i try out the new svn release but i note that the weapon swing system, unfortunately, has been changed Sad

How to have the old system back?

I try to modify the speedscalefactor in sphere.ini but seems doesn't work..

Thank You
04-23-2014 04:24 AM
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Journeyman
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Post: #2
RE: Old weapon swing system
Under on=@hittry trigger you can actually achieve what you want. For instance, the default system calculation is based on the following ;

on=@hittry
local.speed = <weapon.speed>
argn1 = <eval (<serv.SpeedScaleFactor> * 10) / ((<dex> + 100) * <feval <floatval 150 / <fval <local.speed>>>>)>

argn1 represent tenth of second until swing is done. You can change this accordingly. For instance you can assign swing to weapons then state under trigger like local.speed or anyway you like. I donot know what exactly old system calculation is.

For detail, refer to wiki please. http://wiki.sphere.torfo.org/index.php/@HitTry
(This post was last modified: 04-23-2014 11:30 AM by Avatar.)
04-23-2014 11:27 AM
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xfolder
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Post: #3
RE: Old weapon swing system
Thank you, but i don't like the animation! It is too fast: after swing has been completed the character "blocks" for few moments..
04-23-2014 07:36 PM
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Post: #4
RE: Old weapon swing system
Only thing you can do is changing numbers and testing. What I showed you is just an example. For instance, multiply speedscalefactor with 20 and change dex part or speed part as you wish. In my server for instance I'm using like <eval (<serv.SpeedScaleFactor> * 20) / ((<stam> + 100) * <feval <floatval 150 / <fval <local.speed>>>>)>. Multiplying speedscalefactor with 20. It depends also what speed value weapons have. You can check weapons speed from uo stratics web site. Hitting speed is not actually depend only on speedscalefactor, weapon's speed has actually main role.
(This post was last modified: 04-23-2014 10:19 PM by Avatar.)
04-23-2014 10:16 PM
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xfolder
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Post: #5
RE: Old weapon swing system
Maybe I have not explained well. Before the speed of the animation was different depending on the dexterity. Now it is always the same.
(This post was last modified: 04-23-2014 11:16 PM by xfolder.)
04-23-2014 11:15 PM
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Post: #6
RE: Old weapon swing system
If you manage it under hittry trigger, It should not be the same. It changes according to type of the weapon and dexterity of the player. If you say so, there should be something going wrong cus the things I have just explained to you are working fine with no problem. Swing changes. Just check it whether you have different type of generic event which leads to change in swing.
(This post was last modified: 04-24-2014 06:04 AM by Avatar.)
04-23-2014 11:25 PM
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XuN
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Post: #7
RE: Old weapon swing system
04-24-2014 12:23 AM
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Alaric
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Post: #8
RE: Old weapon swing system
(04-24-2014 12:23 AM)XuN Wrote:  Fixed it for tonight's build: http://tracker.sphere.torfo.org/bugs/view.php?id=2316
I'm not sure what's going on. Does the post mean it works how it used to work?
04-27-2014 02:45 AM
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XuN
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Post: #9
RE: Old weapon swing system
I'll explain what's on with these packets here:

-Before SA the client used this packet to create animations for characters: http://ruosi.org/packetguide/index.xml#old6E . As you can read it says 'no longer used since SA'.
-After SA the packet used is this : http://ruosi.org/packetguide/index.xml#serverE2 . But the problem with this one is that it doesnt accept delay (Yes, they wrote Delay as last Byte but it's not working at delay, i'll explain later) and some animations arent fired in certain circumstances, for example humans/elfs riding are not showing hit animations using the classic client.

What I did?
-I'm using the old packet for humans and elfs not using Enhanced Client.
-I'm using the old packet for all characters using bow and salute animations, new one doesnt display them when mounted or hovering.
-I used the old animation function to convert on the air the old animations to the new packet and, if proceed, send it.

Why does not work this Delay?
The new packet is composed of 3 parts: Animation ID, SubAction and Variation (and not Delay). What does Variation mean? in some cases (most of them Enhanced Client related) are using different effect for the displayed animation. As general example the Death animation is using ID=3 (Death), SubAction=0, Variation=0/1 (0 means die forward and 1 die backward, or viceversa... don't remember right now). Using the Enhanced Client and casting some hit animation means different blow types.

For testing these animations I used this simple function:
Code:
[function test]
sendpacket 0e2 D<uid> W<dargv0> W<qval <dargv1>?<dargv1>:0> <qval <argv2>?<dargv2>:0>

.test 0,8 will show ID=Attack,Subaction=Pierce Weapon 2H

Used this list as guide too: http://img546.imageshack.us/img546/5439/...table2.png

12 and 13 are unknown, however they are described as StartCombat and EndCombat by RUOSI, they works in EC only too.
04-27-2014 03:10 AM
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Alaric
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Post: #10
RE: Old weapon swing system
I see... Good job, man. Thanks for the explanation Smile
04-27-2014 05:20 AM
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