I'm trying to enable the AOS graphs in my core 96.7, for it i put "UOFeatureEnable=0x20" in the servspecopt.cfg and add SendPacket(who, "B9801B"); in the login script.
The problem is when i create a npc a put some graph of AOS sometimes appear and other times not. If the graph appears when I attack the npc and this realizes the hit animation disappears and appear after the hit. =S
Any idea?
Problem with new graphics
Re: Problem with new graphics
Let me guess: That happens on LBR npc's like e.g. fireant worker, meer mage ...
I think that was cause EA used different anim slots on these or didn't draw all the anims like before.
You can solve that by equipping those "blinking" npcs with a weapon, e.g.
Because i did that a few years ago, i don't know if there is perhaps an easier solution nowadays 
I think that was cause EA used different anim slots on these or didn't draw all the anims like before.
You can solve that by equipping those "blinking" npcs with a weapon, e.g.
Code: Select all
Weapon 0xee21
{
Name fireantworker
desc fireantworker
Graphic 0x0f51
Speed 25
Damage 2d6+2
Attribute Fencing
MaxHP 40
HitSound 0x3C0
MissSound 0x3C1
Anim 0x000a
MinDam 3
MaxDam 15
equipscript equip
unequipscript unequip
controlscript itemcontrol
destroyscript destroy
}
Re: Problem with new graphics
You can use the [AttackAnimation (int animation ID {default 0 (wrestling)})]
entry in npcdesc.cfg to specify an attackanimation, and I dont remember how it was with the Damaged animations and LBR monsters, but I fixed that by adding DamagedAnim <int animation ID> to npcdesc and have my combat script to read that before it performs the animations.
I dont know how that is done in the core / distro combat systems, because Im using neither of them, Im having the combat hook return 1 and my own code control the whole combat, so someone who knows should tell more about the problem with damaged anims for npc's.
entry in npcdesc.cfg to specify an attackanimation, and I dont remember how it was with the Damaged animations and LBR monsters, but I fixed that by adding DamagedAnim <int animation ID> to npcdesc and have my combat script to read that before it performs the animations.
I dont know how that is done in the core / distro combat systems, because Im using neither of them, Im having the combat hook return 1 and my own code control the whole combat, so someone who knows should tell more about the problem with damaged anims for npc's.