boaspessoal
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Posts posted by boaspessoal
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You could always just treat that specific NPC like a PC through ::SetRace in ActorInstanceData(register all the body parts) and add the part like it's attaching an actual weapon to the model.
Here's how I did it:Spoilercase NRaceData::ATTACHING_DATA_TYPE_WEAPON: { CGraphicThing * m_pModelThing = (CGraphicThing *)CResourceManager::Instance().GetResourcePointer(c_pAttachingData->pWeaponData->strFileName.c_str()); RegisterModelThing(CRaceData::PART_WEAPON, m_pModelThing); SetModelInstance(CRaceData::PART_WEAPON, CRaceData::PART_WEAPON, 0); AttachModelInstance(CRaceData::PART_MAIN, c_pAttachingData->strAttachingBoneName.c_str(), CRaceData::PART_WEAPON); break; }
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Hello,
I set up recently a system to bind special effects to a slot for armor and weapon. The issue appears when I relogin or warp to another map, while the body part seems to load in, the weapon has no effect. Everything works if I unequip and equip it back, it just doesn't seem to register the parts for the weapon effect when I load in. To be clear, the slot still has the item and is reading its value like bonus etc it's just the effect itself which is attached to the part the one that isnt working.
What might be causing this issue?Thanks
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also looking for at least a clue as to how this can be done(attaching objects like weapons seems to preview fine in worldeditor but doesnt show in game for example)
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I would suggest hetzner, though you do need to be verified
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perhaps a way for GMs(through some item) or NPCs to give quest rewards through mailbox(not needing to have any concerns regarding inventory/safebox space) to players so they can pick them up whenever they please, would be a nice addition to this system.
nevertheless, an amazing contribution, as always! -
kind of a bummer that the cinematic system didnt make it to this version(or at least i cant seem to find it anywhere mentioned in the files)
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2 minutes ago, Razor88 said:
where is exactly? can u tell me the path please ?
i think yes i use vs 2017
right click on project(UserInterface), this pops up -> -> Properties -> General
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5 minutes ago, Razor88 said:
hi thank u , yes i compile vith v141 toolset but when i enable the define for compile this code when link give me this error if i disable this code all is ok and link the .exe
if you're using a recent vs version, you should have this option when checking the properties of each project:
use c++17 or above on UserInterface and try again
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2 hours ago, Razor88 said:
For me dont work …. i cant compile the src later i add the codes….i use vc141 can u help me please?
15>\source\userinterface\LTiplist.h(149): error C2440: 'initialize': impossible convert from 'initializer-list' a 'std::vector<std::tuple<std::string,std::vector<int,std::allocator<_Ty>>,std::vector<_Ty,std::allocator<_Ty>>>,std::allocator<std::tuple<std::string,std::vector<_Ty,std::allocator<_Ty>>,std::vector<_Ty,std::allocator<_Ty>>>>>'15> with15> [15> _Ty=int15> ]15> No constructor could accept the source type, or the constructor overload resolution was ambiguous
seems like a C++ version issue, are you sure you're compiling the client using v141 toolset(instead of just having it available)?
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Hey, recently I upgraded my client source so it could compile with the latest C++(which meant I also upgraded boost, DevIL, etc), in the process of doing so I had to change a couple variable types(for example from byte to std::byte or in some cases, to cryptopp::byte).
At first glance, there are no new errors in the client and everything seems to be working as usual, should I be worried about something breaking? How should I check for most things being unstable/breaking?Thanks -
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I'm guessing you want to remove the quest scroll? If so, use clear_letter()
Otherwise, consider sending them to another state after the mission is complete so it won't loop itself.
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1 hour ago, Vanilla said:
I'm not 100% sure if you can do this on Metin2, but lua has a goto statement too.
http://lua-users.org/wiki/GotoStatement
If that's possible there you can just use it and "return" back to the prior code. But I absolutely hate goto stuff... So use it at your own risk, I'm not even sure if Metin2 can handle it
goto statement is only available in lua 5.2+(metin2 original source uses 5.0)
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56 minutes ago, displayjokes said:
Without all the colors, only with one scroll, the red one
no it doesn't work
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3 hours ago, displayjokes said:
Worked with "normal" system?
what do you mean normal system? quest scrolls don't work at all(either by recvquest or binary_recvquest)
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Check your protoreader.cpp syntax, perhaps it only allows separating flags by a '|'(in int get_Mob_RaceFlag_Value search for: string* arInputString)
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Check for the order in constants.cpp, also consider using the IsStone condition instead of creating a new raceflag for metin stones(pointless).
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Yes, but I don't think either of these functions are the issue, I have put a debug message on both of them and it never shows up, leading me to believe they're not being called at all from the binary(which I have no idea why is happening)
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Spoiler
def BINARY_RecvQuest(self, index, name, iconType, iconName): btn = self.__FindQuestButton(index) if 0 != btn: self.__DestroyQuestButton(btn) btn = uiWhisper.WhisperButton() # QUEST_LETTER_IMAGE ##!! 20061026.levites.퀘스트_이미지_교체 import item if "item"==iconType: item.SelectItem(int(iconName)) buttonImageFileName=item.GetIconImageFileName() else: buttonImageFileName=iconName if iconName and (iconType not in ("item", "file")): # type "ex" implied btn.SetUpVisual("d:/ymir work/ui/game/quest/questicon/%s" % (iconName.replace("open", "close"))) btn.SetOverVisual("d:/ymir work/ui/game/quest/questicon/%s" % (iconName)) btn.SetDownVisual("d:/ymir work/ui/game/quest/questicon/%s" % (iconName)) else: if localeInfo.IsEUROPE(): btn.SetUpVisual(localeInfo.GetLetterCloseImageName()) btn.SetOverVisual(localeInfo.GetLetterOpenImageName()) btn.SetDownVisual(localeInfo.GetLetterOpenImageName()) else: btn.SetUpVisual(buttonImageFileName) btn.SetOverVisual(buttonImageFileName) btn.SetDownVisual(buttonImageFileName) btn.Flash() # END_OF_QUEST_LETTER_IMAGE if localeInfo.IsARABIC(): btn.SetToolTipText(name, 0, 35) btn.ToolTipText.SetHorizontalAlignCenter() else: btn.SetToolTipText(name, -20, 35) btn.ToolTipText.SetHorizontalAlignLeft() listOfTypes = iconType.split(",") if "blink" in listOfTypes: btn.Flash() listOfColors = { "golden": 0xFFffa200, "green": 0xFF00e600, "blue": 0xFF0099ff, "purple": 0xFFcc33ff, "fucsia": 0xFFcc0099, "aqua": 0xFF00ffff, } for k,v in listOfColors.iteritems(): if k in listOfTypes: btn.ToolTipText.SetPackedFontColor(v) btn.SetEvent(ui.__mem_func__(self.__StartQuest), btn) btn.Show() btn.index = index btn.name = name self.questButtonList.insert(0, btn) self.__ArrangeQuestButton()
Thank you
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still having this issue, willing to pay for a fix
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Hello, I was thinking about upgrading the lua version from 5.0 to 5.3 but wasn't too sure how that would end up breaking the game.
Basically what I'm asking is will upgrading the lua require me to change a huge deal of the original source(from lua_tonumber to lua_tointeger for example, in all files), or are there very few dependencies that can be worked around since it functions basically the same?
Thanks
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Hello everyone, ever since I found this skin type in questlib and later on in the source I've been intrigued at how it works and what happened to it.
Is it supposed to actually run cinematics or just change up the quest window to make it look "fancier"? From my tests with party.show_cinematic it works barely but it looks like either most of its code is completely missing or not working properly.
Also, does anyone know the backstory of this skin? Why was it dropped? Definitely would've made some instances feel fresher.
Cheers
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Black steel plate texture
in File Requests
Posted · Edited by Metin2 Dev
Core X - External 2 Internal
Hello!
If anyone would be so kind as to provide the textures for these edits on the black steel plate, I would greatly appreciate it.
Thanks