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Animations question
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Capes
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Post: #1
Animations question
Hi!
I'm trying to make brambles appear to thrash about for a spell animation.....
How do I turn this into an animation in a script?

[ITEMDEF i_fx_spell_brambles]
ID=03020
TYPE=t_spell
DUPELIST=i_fx_spell_brambles2,i_fx_spell_brambles3,i_fx_spell_brambles4,i_fx_spe​ll_brambles5

[ITEMDEF i_fx_spell_brambles2]
ID=03021
DUPELIST=i_fx_spell_brambles

[ITEMDEF i_fx_spell_brambles3]
ID=03022
DUPELIST=i_fx_spell_brambles

[ITEMDEF i_fx_spell_brambles4]
ID=03023
DUPELIST=i_fx_spell_brambles

[ITEMDEF i_fx_spell_brambles5]
ID=03024
DUPELIST=i_fx_spell_brambles

I copy/pasted from sphere_items_animations.scp but it does nothing but show the brambles ID=03020.
I can't seem to find any info on making animations from script.

Thanks
Capes
04-03-2018 02:02 AM
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darksun84
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Post: #2
RE: Animations question
Item animation comes from animdata.mul file, you can edit them with Uofiddler
04-03-2018 02:36 AM
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Capes
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Post: #3
RE: Animations question
darksun84 - I thank you for helping me so much!

1) If using uoFiddler to make animations does that mean the clients need the same moded animdata.mul as me?
2) Is there a flag or something to tell sphere to treat it like an animation (ie FLAG=animation or something)?
3) Do you think there would be a performance hit on making an item that creates & destroys the animation items in a rapid fashion?

Thanks
Capes
04-03-2018 03:50 AM
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darksun84
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Post: #4
RE: Animations question
1)Yes, but the animdata file is very small 1/2 MB
2) There is a flag t_anim_active, but you still need the animation on animdata mul
3) Well depends, if it's an ability that will be commonly spammend then it could be laggy.
04-03-2018 06:27 PM
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