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Old 08-25-2008, 08:26 AM   #1 (permalink)
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Default Calling animations script

Hello
I'm new here and my first question is : if there is a script for calling character animation by commands somewhere ? for example when player will write [crouch, his character will crouch etc.

Thanks and hope, you'll reply !

ps. sorry if it's not correct sub-forum for topics like that
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Old 08-25-2008, 04:52 PM   #2 (permalink)
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Quote:
Originally Posted by Bajki View Post
Hello
I'm new here and my first question is : if there is a script for calling character animation by commands somewhere ? for example when player will write [crouch, his character will crouch etc.

Thanks and hope, you'll reply !

ps. sorry if it's not correct sub-forum for topics like that
Welcome to the forums. What you are asking here is basically...

"I don't know if there's a script that does XYZ. Can someone tell me if there is one?"

What you need to be doing is exercising a good faith effort and searching through the script release forum for anything that seems to have the function you're looking for. Try an advanced search and restrict it by only searching in Script Releases.

Here's a link to the script release forums:
Custom Script Releases - RunUO - Ultima Online Emulation
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Old 08-25-2008, 06:44 PM   #3 (permalink)
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I've not come across any good methods for doing what you describe. I tried this several times for a number of scripts I was writing. In the end, I either did a mul patch to create a constant animation type (like my pet bird always flies instead of hopping around behind the master), or the much more involved "Virtual Mobile", basically creating a series of static animations and assigning each a unique ID (stand, sit, dance etc.) they are then scripted as separate itemsIDs and attached to an Item or Mobile and their displayable ID's are switchable on events or command. Yes, it works (except some walking animations seems a bit choppy) but I really don't recommend it. Lots of work for a poor result.

Someone who has a greater knowledge of the client may be able to suggest a better approach. In the mean time, it should be doable in Iris. I don't know the exacts on that, but I see no reason why it could not be scripted there.

Bottom line, character animations states are invoked on the client end, not the server, so you'd either need a custom client mod or a half-assed server end workaround that won't really deliver the quality you're looking for.

If I'm wrong on this, please someone correct me, I'd love to know how to force animation states as well.
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