temple13 Posted April 23, 2012 Posted April 23, 2012 Hey guys, I just added mini baium to test it, but when I spawn it everything works correct except the name: I tried with lot of types in database, like NPC.teleport_npc_sm; Monster.cat_the_cat; etc etc, and its the same always. In my client folders I just edited the Npcgrp. Also I wanna know if is there any guide to make it custom pet for everyone. Thanks, Regards. Quote
DONALD TRUMP 2016 Posted April 23, 2012 Posted April 23, 2012 The monster.cat stuff is in npcgrp. Could be its 'class' error or you just need to move it down a bit with unreal Quote
temple13 Posted April 24, 2012 Author Posted April 24, 2012 The npcgrp from the mini baium is this one: 30006 LineageMonster.baium mini_baium1.baium_m00 2 LineageMonstersTex.baium_t00 LineageMonstersTex.baium_t01 0 6 4416 1 20000 29020 20002 29020 1.000000 0 1 5 ItemSound.Armor_bone_3 ItemSound.shield_steel_9 MonSound.Hit_Wet_3 MonSound.Hit_Wet_4 ItemSound.shield_bone_1 1 0 1 0 LineageEffect.p_u002_a 0 50.000000 250.000000 70.000000 0 1 So what I have to put in custom_npc table, in class, is something like monster.baium, I also tried with monster.baium and monster.minibaium or so, but the same. Thanks, Regards. Quote
DONALD TRUMP 2016 Posted April 24, 2012 Posted April 24, 2012 LineageMonster.baium is class, although I don't know if doing it in database does anything. If you do change it, it will lose its effect. Option 2 is to load the ukx in Unreal (gildor thing?) and edit translation z so it would be lower then increase collision height. Quote
∽Ave∽ Posted April 24, 2012 Posted April 24, 2012 Go to Your database (if npc table exist - old project) and change collision_height. If You dont have npc table, go to npc data stored on *.xml files and do the same thing. If You dont have collision_height line, add it :] Thats all Quote
BALALAYKA Posted April 24, 2012 Posted April 24, 2012 Go to Your database (if npc table exist - old project) and change collision_height. If You dont have npc table, go to npc data stored on *.xml files and do the same thing. If You dont have collision_height line, add it :] Thats all ave, hahah what?? it is not collision_height, it will not help him, cause name of npc is in ukx file and it is lower, that should be.. Quote
∽Ave∽ Posted April 24, 2012 Posted April 24, 2012 ave, hahah what?? it is not collision_height, it will not help him, cause name of npc is in ukx file and it is lower, that should be.. Congratulations for Your l2j knowledge :] Go check it kid, then write an answer :] We can change the height of the npc name without even touching a facking *.ukx file :] ... Quote
d0ds™ Posted April 24, 2012 Posted April 24, 2012 aVVe is correct. its only in the collision, (height) and maybe put the name server side to 0. Quote
DONALD TRUMP 2016 Posted April 24, 2012 Posted April 24, 2012 Congratulations for Your l2j knowledge :] Go check it kid, then write an answer :] We can change the height of the npc name without even touching a facking *.ukx file :] ... But if he makes collision height, the NPC will start floating o__o Quote
∽Ave∽ Posted April 24, 2012 Posted April 24, 2012 But if he makes collision height, the NPC will start floating o__o No, if You know what You are doing :] I've fixed that way every single custom NPC which I've made. .u editing :) No need at all...Beside that, why he should make it even harder by editing *.u file as You are saying ? It's unlogical... Quote
temple13 Posted April 24, 2012 Author Posted April 24, 2012 AS MrRees said, when I edit that the minibaium just fly, so what I have to edit in ukx files? Quote
DONALD TRUMP 2016 Posted April 26, 2012 Posted April 26, 2012 AS MrRees said, when I edit that the minibaium just fly, so what I have to edit in ukx files? translation z Quote
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