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[Help] Create Monster SandStorm from Hellbound


abumini

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Hi everyone, 
I've been exporting hellbound monsters from Freya client to Interlude client, textures, meshes, sounds, the entire pack.
But there is one monster that I belieave it isn't as easy as everything else.
Im talking about the SandStorm.
SandStorm monster is a Skeleton Pikeman with a SandStorm on top of him, and I don't know how to put a Sandstorm on top of him.
This is Skeleton Pikemon.
w0calgM.jpg 

This is the SandStorm.
3eAeiFX.jpg


Can someone help me?

I've been working with UnrealEd 3.0 (it lets me import and create meshes and animations and simply copy paste them in the Lineage2 folder)

Thanks in advance.

Edited by abumini
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Thanks for your reply.

Your talking about this scripts?

AnimNotify_AttackItem : 
class AnimNotify_AttackItem extends AnimNotify
	native;

AnimNotify_AttackPreShot :
class AnimNotify_AttackPreShot extends AnimNotify
	native;


AnimNotify_AttackShot :
class AnimNotify_AttackShot extends AnimNotify
	native;

var() int TargetIndex;

what about textures for the animation?
I was able to create the texture for the pikeman but I couldnt get the twister to show up :/

Can you help me?

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On 9/20/2017 at 2:14 PM, abumini said:

Thanks for your reply.

Your talking about this scripts?


AnimNotify_AttackItem : 
class AnimNotify_AttackItem extends AnimNotify
	native;

AnimNotify_AttackPreShot :
class AnimNotify_AttackPreShot extends AnimNotify
	native;


AnimNotify_AttackShot :
class AnimNotify_AttackShot extends AnimNotify
	native;

var() int TargetIndex;

what about textures for the animation?
I was able to create the texture for the pikeman but I couldnt get the twister to show up :/

Can you help me?

.................................................................

no not these scripts, you dont need any new textures or animations for the mob

edd2f26b2e.jpg

the mob uses e_u835_sand_twist_a

adapt that effect and watch the part when you put it on the mob

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4 hours ago, abumini said:

From what I understood I only need to extract the effect e_u835_sand_twist_a.uc and mention it on the npcgrp.dat correct?
 

well you need the resources for the effect (aka sprite - texture / mesh - staticmesh) and the script for it (u and int) then in npcgrp

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l2samdstorm should be your u with the effect - error says that it cant find it

keep it in your compiler system folder OR the alternative would be to keep your e_u835 sand in the same folder as your npc script  and remove the l2sandstorm

show me your npc script or pm me teamviwer

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  • 1 year later...
  • 4 months later...
On 1/8/2019 at 8:28 PM, sacrifice said:

I have a small question to compile must have the file staticmesh and textures at the root (it must be encrypted or not encrypted) (utx or dds) (usk or PSKA)

Not encrypted ( utx for example ).

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