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Posts posted by Advertiser

  1. Hi, as the title says I am looking for a developer who can make or adapt the following to my C4 pack from Vang's pack.

    - Adaptation of Valakas from interlude 

    - making/adapting scheme buffer

    - applying the spirit shot delay fix

    - creating a pvp zone - a permanent flag zone where you get points for killing an enemy

    - adapting TvT event

     

    If you think you are can do things like these, drop me a message, we will discuss the price. I have the source of the packs.

     

  2. 16 hours ago, aLzhite said:

    since its l2off c4 try using spiritshots manually to see if there is a diff. it looks like skill doesnt allow the spiritshot effect at first when u spam the skill. might be hardware but pretty sure its up to auto spiritshot usage cuz your hittime also changes, not just the animation.

     

    It seems spiritshots are the problem, yes.

    I google it and found out it exist(ed) even on official servers? So the problem is that the user is casting the spell to fast, and reuse delay being too low, the server doesn't manage to load the spiritshot after the first spell.

    https://eu.4gameforum.com/threads/1336/

     

    but is this fixable? because I tested it on some interlude servers and this "problem" doesn't exist

  3. 10 hours ago, SGER@fjs said:

    It is normal, the pony and the renewal reduce the DELAY (recovery time).
    Does not increase the speed of using the spell (skill_hit_time).

     

    because you're forcing the spell to be cast (skill_hit_time).

    for that you need more "casting"

     

    How can it be normal that, with pony and renewal, the casting of the first attack is faster than others that follow?

    And if I move after each attack, all attacks will look the same?

    P.S. I am not using a builder char, I gave myself these skills with a gm, but even if i buff myself with separate chars, it is the same.

    I am starting to think this is the visual bug of c4, which doesn't exist on higher chronicles.

  4. Did you watch the video?

    The skill already has the same parameters you posted.

    As you can see in the video, skill has a cooldown before I give myself pony and renewal.

    So before pony and renewal, the casting animation is faster. After that it is slower - if i stand in the same spot.

     

    What you said is not an appropriate example because the animation works with the max supported attack speed, yes, but the casting is not slower.

    This is not a skill problem because it applies to all mages, including the bishop.

  5. 20 minutes ago, NevesOma said:

     

    Maybe I am retarded, but i don't see how is this guide helpful?

    my meshes already have these endings.

     

    I took the files and everything from this topic, I understand you are taking your free time to reply, but It mean a lot if you could tell me exactly where the mistake is.

     

     

  6. Hello, I recently noticed this thing with casting animation of spells when the spell doesn't have a cooldown.

    I recorded this video, on a c4 server to make it more clear.

    When there is a cooldown on the skill, it is being casted normally. But if I give myself renewal and pony, therefore removing the cooldown, it looks like the caster

    is casting the skill slower than before, when the skill had cooldown.

    This only happens if i don't move, and the animation becomes slower after the first cast. If i move and hit, animation looks normal.

    Why is this happening?

     

  7. Hello there. I was trying to adapt this Assassin bamboo hat from interlude to c4. But now when I equip it, i get this error.

    image.png.b465d7f365d14104b5cdb15ae8189fd0.png

     

    I applied the following lines:

    armorgnp:

    1    8221    0    3    6    5    0    JohnScott_dropitem_br_bamboo.JohnScott_dropitem_br_bamboo            JohnScott_Bamboo_Hat.Bamboo_Hat            JohnScott_Bamboo_Hat.br_Bamboo_Hat_i00                    4294967295    510    8    0    0    17    1    JohnScott_MFighter_Br_Bamboo_Hat.JohnScott_MFighter_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FFighter_Br_Bamboo_Hat.JohnScott_FFighter_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MDarkElf_Br_Bamboo_Hat.JohnScott_MDarkElf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FDarkElf_Br_Bamboo_Hat.JohnScott_FDarkElf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MDwarf_Br_Bamboo_Hat.JohnScott_MDwarf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FDwarf_Br_Bamboo_Hat.JohnScott_FDwarf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MElf_Br_Bamboo_Hat.JohnScott_MElf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FElf_Br_Bamboo_Hat.JohnScott_FElf_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MMagic_Br_Bamboo_Hat.JohnScott_MMagic_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FMagic_Br_Bamboo_Hat.JohnScott_FMagic_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MOrc_Br_Bamboo_Hat.JohnScott_MOrc_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FOrc_Br_Bamboo_Hat.JohnScott_FOrc_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_MShaman_Br_Bamboo_Hat.JohnScott_MShaman_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    1    JohnScott_FShaman_Br_Bamboo_Hat.JohnScott_FShaman_Br_Bamboo_Hat                1    JohnScott_Bamboo_Hat.Bamboo_Hat                1                    1                    0        0        0        0        1    JohnScott_MFighter_Br_Bamboo_Hat.JohnScott_MFighter_Br_Bamboo_Hat    1    JohnScott_Bamboo_Hat.Bamboo_Hat    LineageEffect.p_u002_a    1                    ItemSound.itemdrop_armor_glove    ItemSound.itemequip_armor_cloak    1    0    0    0    0    0    0    0
     

     

    hairloc:

    https://pastebin.com/BDhNUDEE

     

     

  8. On 5/27/2019 at 9:06 PM, Xeonc said:

    As soon as this Interlude is based on GF core - you can use any Passive skills from GF, and they will work. Will work also and all active skills(but you should care about their animations in client, so if you will find a way how to add them correctly in interlude client - server will support it)

    Are there any events included in the pack? Or you have to additionally purchase them like everything else.

  9. 1 hour ago, .Elfocrash said:

    I do agree that the best option by far currently is Lucera. People just have to come to terms with that fact that, it is ok to not have the source (which in returns means that there should be a way to inject custom features in the project and bug fixes and hotfixes should be lightning fast). 

    Confirmed. There is a way to inject custom features. That or you can order a turnkey server.

     

    @zemaitis I agree that acis is beyond repairing, a close friend of mine actually tried to start a server based on acis, and even if you exclude the "not even all epics in 2018", biggest garbage there is the geoengine - it actually allowed valakas and baium(or any other npc) to walk through geodata blocks and get outside of their lair. But hey, lets reorganize data

  10. 1 hour ago, tiguz said:

    Hey there everybody!
    I would like to get some help with my case since I tried to fix the problem myself numerous times but nothing seems to have any effect, not even with the help of a friend.
    So here is the thing: Melee classes like daggers and tanks cannot hit/use skills on a running target. The attacker will chase/run after the target and when he reaches the minimum distance to hit/use skill, he does nothing, just stops and starts running again in a loop. Very rarely you can hit/ use a skill, VERY rarely.

    For example, you try to kill a Mage with a Dagger> Mage is running from you, you try to backstab but you cant! Even with Dash, I rin to the mage but nothing happens, even from the front! When mage stop running I can use skills/hits.
    I tried to increase attack range in AttackableAI.java:

    
    	int range = combinedCollision;
    		if (attackTarget.isMoving())
    			range += 15;
    		
    		if (npc.isMoving())
    			range += 15;

    15 is the original value, I tried with 50, 100, but didnt change anything.
    Also,this problem also affects archers in some way, check it, that is not normal:


     

     

    My bet is that you would need to rewrite their garbage geoengine if you wan't for things like this to work properly.

    Acis should be used only for learning how things should not work anyway.

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