0 11447 1 1 6 1 0 SGERfjs_fafurion_wp.fafurion_shaper_m00 SGERfjs_fafurion_wp.fafurion_shaper_m00 SGERfjs_fafurion_wp.fafurion_icon.fafurion_dual_dagger SGERfjs_fafurion_wp.fafurion_icon.fafurion_dual_dagger SGERfjs_fafurion_wp.fafurion_icon.fafurion_dual_dagger -1 1300 47 0 0 14 3 2 SGERfjs_fafurion_wp.fafurion_shaper_m00 SGERfjs_fafurion_wp.fafurion_shaper_m00 2 4 ItemSound.public_sword_shing_8 ItemSound.sword_great_4 ItemSound.sword_mid_2 ItemSound.public_sword_shing_4 ItemSound.itemequip_dualsword 10 361 137 8 5 8 0 0 0 0 325 0 1 1 1000 0 1 0 LineageEffect.npc_statue_crystal_earth LineageEffect.bl_t 1.00000000 0.00000000 0.00000000 1.00000000 0.00000000 0.00000000 1.00000000 1.00000000 1.00000000 1.00000000 2.09999990 1.39999998 1.39999998 2.09999990 1.39999998 1.39999998 9.50000000 -0.50000000 0.00000000 9.50000000 -0.50000000 0.00000000 -1 -1 -1 -1
36657 LineageNPC.e_smith_master_MDwarf LineageNPCs.e_smith_master_MDwarf_m00 4 LineageNPCsTex.e_smith_master_MDwarf_m00_t00_b00 LineageNPCsTex.e_smith_master_MDwarf_m00_t00_b01 LineageNPCsTex.e_smith_master_MDwarf_m00_t00_f LineageNPCsTex.e_smith_master_MDwarf_m00_t00_h 0 2 4416 18 1.20000005 0 3 ItemSound.fist_1 ItemSound.fist_2 ItemSound.fist_3 5 ItemSound.armor_leather_1 ItemSound.armor_leather_4 ItemSound.armor_leather_6 ItemSound.armor_leather_7 ItemSound.armor_leather_8 3 ChrSound.MNpc_Old_Dmg_1 ChrSound.MNpc_Old_Dmg_2 ChrSound.MNpc_Old_Dmg_3 0 1 0 LineageEffect.npc_statue_crystal_earth 0 50.00000000 250.00000000 70.00000000 1 0
class Dragon_centurion_100p extends LineagePawn;
var Emitter Effect0;
var int CurType;
var int OldType;
simulated function Destroyed()
{
super.Destroyed();
ClearL2Game();
}
simulated event ClearL2Game()
{
if(Effect0 != None)
{
Effect0.NDestroy();
Effect0 = None;
}
}
simulated event AnimBegin(name SequenceName)
{
if(SequenceName == 'atkwait' || SequenceName == 'wait' || SequenceName == 'spwait01' || SequenceName == 'deathwait' || SequenceName == 'walk' || SequenceName =='run' || SequenceName == 'atk01' || SequenceName == 'atk02' || SequenceName == 'spatk01' || SequenceName == 'spatk02' || SequenceName == 'spatk03'|| SequenceName == 'death')
CurType = 0;
else if(SequenceName == 'deathwaita')
CurType = 1;
else
CurType = -1;
}
simulated function Tick(float DeltaTime)
{
if(OldType != CurType)
{
ClearL2Game();
if(CurType == 0)
{
Effect0 = Spawn(class'LineageEffect.d_redpar02_deco', Self, '', Location, Rotation);
if(Effect0 != None)
{
AttachToBone(Effect0, 'bip01 spine1');
Effect0.SetRelativeLocation(vect(0,0,0));
//Effect0.SetRelativeRotation(rot(0,49152,16384));
Effect0.SetSizeScale(2.7);
}
}
else
{
Effect0.NDestroy();
Effect0 = None;
}
OldType = CurType;
}
}
defaultproperties
{
OldType=-1
GroundMaxSpeed=210.000000
GroundMinSpeed=55.000000
bSpineRotation=True
ControllerClass=Class'LineageMonster.HerdMonster'
CollisionRadius=20.000000
CollisionHeight=33.000000
}
Спорный вопрос )Это делается не в датнике, а в классе НПСа.
C-подобный:class Dragon_centurion_100p extends LineagePawn; var Emitter Effect0; var int CurType; var int OldType; simulated function Destroyed() { super.Destroyed(); ClearL2Game(); } simulated event ClearL2Game() { if(Effect0 != None) { Effect0.NDestroy(); Effect0 = None; } } simulated event AnimBegin(name SequenceName) { if(SequenceName == 'atkwait' || SequenceName == 'wait' || SequenceName == 'spwait01' || SequenceName == 'deathwait' || SequenceName == 'walk' || SequenceName =='run' || SequenceName == 'atk01' || SequenceName == 'atk02' || SequenceName == 'spatk01' || SequenceName == 'spatk02' || SequenceName == 'spatk03'|| SequenceName == 'death') CurType = 0; else if(SequenceName == 'deathwaita') CurType = 1; else CurType = -1; } simulated function Tick(float DeltaTime) { if(OldType != CurType) { ClearL2Game(); if(CurType == 0) { Effect0 = Spawn(class'LineageEffect.d_redpar02_deco', Self, '', Location, Rotation); if(Effect0 != None) { AttachToBone(Effect0, 'bip01 spine1'); Effect0.SetRelativeLocation(vect(0,0,0)); //Effect0.SetRelativeRotation(rot(0,49152,16384)); Effect0.SetSizeScale(2.7); } } else { Effect0.NDestroy(); Effect0 = None; } OldType = CurType; } } defaultproperties { OldType=-1 GroundMaxSpeed=210.000000 GroundMinSpeed=55.000000 bSpineRotation=True ControllerClass=Class'LineageMonster.HerdMonster' CollisionRadius=20.000000 CollisionHeight=33.000000 }
Я же писал выше, перебором на мечах. С интерлюда стандартногоОткуда стянул данный эффект?
А в каком файле эти классы? Это как я понимаю в датнике после ID чара первое значение?Это делается не в датнике, а в классе НПСа.
C-подобный:class Dragon_centurion_100p extends LineagePawn; var Emitter Effect0; var int CurType; var int OldType; simulated function Destroyed() { super.Destroyed(); ClearL2Game(); } simulated event ClearL2Game() { if(Effect0 != None) { Effect0.NDestroy(); Effect0 = None; } } simulated event AnimBegin(name SequenceName) { if(SequenceName == 'atkwait' || SequenceName == 'wait' || SequenceName == 'spwait01' || SequenceName == 'deathwait' || SequenceName == 'walk' || SequenceName =='run' || SequenceName == 'atk01' || SequenceName == 'atk02' || SequenceName == 'spatk01' || SequenceName == 'spatk02' || SequenceName == 'spatk03'|| SequenceName == 'death') CurType = 0; else if(SequenceName == 'deathwaita') CurType = 1; else CurType = -1; } simulated function Tick(float DeltaTime) { if(OldType != CurType) { ClearL2Game(); if(CurType == 0) { Effect0 = Spawn(class'LineageEffect.d_redpar02_deco', Self, '', Location, Rotation); if(Effect0 != None) { AttachToBone(Effect0, 'bip01 spine1'); Effect0.SetRelativeLocation(vect(0,0,0)); //Effect0.SetRelativeRotation(rot(0,49152,16384)); Effect0.SetSizeScale(2.7); } } else { Effect0.NDestroy(); Effect0 = None; } OldType = CurType; } } defaultproperties { OldType=-1 GroundMaxSpeed=210.000000 GroundMinSpeed=55.000000 bSpineRotation=True ControllerClass=Class'LineageMonster.HerdMonster' CollisionRadius=20.000000 CollisionHeight=33.000000 }
class e_smith_master_MDwarf extends LineagePawn;
defaultproperties
{
bFaceRotation=True
GroundSpeed=120.00
ControllerClass=Class'HerdNpc'
CollisionRadius=8.00
CollisionHeight=17.00
}
В примере, что я выше кидал, как раз НПС, на которого вешается эффект, в многих классах там просто дефолтные настройки, но никто не мешает добавить и эффект.как то так выглядет
А например како эффект корректный есть? чтобы проверить на дат файле. Из стандартных эффектов IL.Спорный вопрос )
Если еффект корректный хватает всего лишь в датнике прописать)
class argos_eye extends LineagePawn;
var actor ViewEmitter;
simulated function PostBeginPlay()
{
local class<Emitter> tempClass;
Super.PostBeginPlay();
tempClass = class<Emitter>( DynamicLoadObject( "Lineageeffect.e_argos_eye", class'Class') );
if(tempClass != None)
{
ViewEmitter = Spawn(tempClass,Self,'',Location,Rotation);
ViewEmitter.SetPhysics(PHYS_Trailer);
ViewEmitter.bTrailerSameRotation=false;
ViewEmitter.bTrailerPrePivot=true;
ViewEmitter.SetBase( Self,vect(0,0,1));
}
}
simulated event Detach(Actor Other )
{
if(ViewEmitter == Other)
ViewEmitter = None;
Super.Detach(Other);
}
simulated function Destroyed()
{
Super.Destroyed();
if(ViewEmitter != None)
{
ViewEmitter.NDestroy();
ViewEmitter = None;
}
}
defaultproperties
{
GroundSpeed=120.000000
ControllerClass=Class'LineageNpc.HerdNpc'
CollisionRadius=205.000000
CollisionHeight=307.000000
}
Есть ссылка на TA editor?VGA88, та эдитор умеет.
В примере, что я выше кидал, как раз НПС, на которого вешается эффект, в многих классах там просто дефолтные настройки, но никто не мешает добавить и эффект.
Для этого еще должен быть аттач на меше))Спорный вопрос )
Если еффект корректный хватает всего лишь в датнике прописать)
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