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Posted (edited)

recently i've come over a way to put multiple weapon meshes in 1 ukx HOWEVER it creates a visual bug which can be somewhat 'masked' by what i believe to be server side fix. since this also has client related issues to it, i feel the fix is doable from java by replicating a player DISARMING the weapon than equipping a item

 

so, the thing is that

1: equip weapon using custom ukx

2: equip another weapon using custom ukx

3: they will 'stick' together as in weapon 1 wont dissappear

 

the fix to this is

1: equip weapon using custom ukx

2: UNEQUIP the weapon

3: equip weapon 2

from what ive been trying you have to unequip the weapon in order to 'fix' the 2nd weapon

 

what i know is

1: dropping makes the 'ghost' weapon stay

2: destroying a item makes it go away

3: breaking it with enchant makes it go away

4: crystallizing makes it go away

-----------------------------------------------------------------------------------

im not sure where or what to do for this, but ive tried adding stuff like in inventory.java in equipItem

setPaperdollItem(PAPERDOLL_RHAND, null);
 
unEquipItemInBodySlotAndRecord(slot);
Edited by LE MEMER MASTER xD

9 answers to this question

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  • 0
Posted

how would i modify the char/user info? or did you mean to  

 

userinfo line:

writeD(_activeChar.getActiveWeaponItem() != null ? 40 : 20);

 

char info line:

writeD(_inv.getPaperdollItemId(Inventory.PAPERDOLL_RHAND));

 

what would i have to add/change? ive tried putting something like writeD(0x00) above it but when i log i get a critical error

 

 

Don't change anything, create a static charInfo packet containing uneqquiped weapon data, and send it right before the original charInfo

 

I can't detail this more its more easy for me to do it for you. What project is it?

  • 0
Posted

Its not server side, even if the weapon is not unequipped server-side your client will ignore one of the two weapons making it like client will think that the previous weapon is unequipped

 

The happens cause the server writes only one itemId on the weapon packet

 

 

What you explained above can only happen, when the two weapons have different slots server or client side

  • 0
Posted

But you can send a userInfo with itemId=0 and on the next line a userInfo with the normal itemId, that could work

  • 0
Posted

ye it will work, sending an extra userinfo/charinfo with all weaponIds as 0 right before the real userinfo/charinfo will solve the problem for sure, and its efficient and easy also

  • 0
Posted (edited)

how would i modify the char/user info? or did you mean to  

 

userinfo line:

writeD(_activeChar.getActiveWeaponItem() != null ? 40 : 20);

 

char info line:

writeD(_inv.getPaperdollItemId(Inventory.PAPERDOLL_RHAND));

 

what would i have to add/change? ive tried putting something like writeD(0x00) above it but when i log i get a critical error

Edited by LE MEMER MASTER xD
  • 0
Posted

how would i modify the char/user info? or did you mean to  

 

userinfo line:

writeD(_activeChar.getActiveWeaponItem() != null ? 40 : 20);

 

char info line:

writeD(_inv.getPaperdollItemId(Inventory.PAPERDOLL_RHAND));

 

what would i have to add/chance? ive tried putting something like writeD(0x00) above it but when i log i get a critical error

WolfGiaS3na, on 08 Jun 2014 - 02:17 AM, said:snapback.png

i am not dumb i can prove u in other things that u are the dumb if u want  :)

u are the dumb

are the dumb

the dumb

dumb

 

 

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  • 0
Posted (edited)

http://www.twitch.tv/lememermasterxd/b/538906715 - this video contains a animated weapon in INTERLUDE

http://www.twitch.tv/lememermasterxd/b/538909346

 

thanks to xdem i can add stuff like this in interlude, without his help this would prob not make it into a live server but it will

Edited by LE MEMER MASTER xD
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