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On monster animations
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CptObvious
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Post: #1
On monster animations
I was lurking inside my files with UOfiddler and I discovered a lot of animations never seen in action such as "special moves". For example the elementals have a cool stomp attack.
My question is how can I use these animations.

I tried using an animation <number> command but did not work correctly.

Messing scripts on DNA Shard (ita) : P
04-28-2012 09:47 PM
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Khaos
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Post: #2
RE: On monster animations
This might and might not have support. About a year back there was a new packet made by EA. I am not too sure what all it covered; but it was movement aimed. This could be where the issue arises. I would go through the .anim # and increase it to see which anim will fire it. If not, it might be a hardcode or packet issue we will have to address.
04-29-2012 12:23 PM
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CptObvious
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Post: #3
RE: On monster animations
The problem was in my mobtypes.txt (like the others issues I posted in these days Tongue)
I had all the tags=0 and, even if I still don't know what those tags do, setting them to the same values of a blank installation of UO solved everything. Smile

Messing scripts on DNA Shard (ita) : P
05-01-2012 05:53 PM
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admin phoenix
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Post: #4
RE: On monster animations
i think, nobody knows what they do except only that they show the anim when > 0.
05-01-2012 08:30 PM
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Khaos
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Post: #5
RE: On monster animations
It is a flying flag. Mobtypes has flags just as players get flags. Tiledata has flags. Smile A lot of things use flags.
05-01-2012 11:04 PM
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CptObvious
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Post: #6
RE: On monster animations
A lot of things use flags but nobody knows what these flags do xD
I even tried to understand those numbers by myself but meh... flag 8 seems to be the only one with a relevance, other flags are used just on ONE monster.

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05-03-2012 01:47 AM
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Khaos
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Post: #7
RE: On monster animations
There is a flying flag in mobtypes. There is a swimming flag. Several others as well. It just takes looking at what has what flag.. to figure out what the flag does Smile
05-03-2012 02:10 AM
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