Jump to content

blaxis

Active+ Member
  • Posts

    222
  • Joined

  • Last visited

  • Feedback

    0%

Everything posted by blaxis

  1. Hi. When I get skills from NPC as P or G, sometimes (albeit rare) skills don't appear active. They appear as active when I teleport or exit the game and re-enter. How can I solve this problem?
  2. game and db compiled another freebsd version. Try build you're just using machine. Sorry for my bad English.
  3. uitooltip.py: ### Belt Item ### elif item.ITEM_TYPE_BELT == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_BELT_MATERIAL_VNUM(itemVnum)) If this does not happen, the problem may be with the server.
  4. I'm not sure but I think it's done with 3ds max
  5. Yes it was me Unfortunately, the source file of the lib file is not shared
  6. Hello there. I added a new NPC, but his name is crooked. I couldn't find the reason for this. How can I align the name? I don't have much coding knowledge, if you can show it in a way that is understandable, I would appreciate it. Thank you so much.
  7. This system is a plugin. You need to install the original Render Target system to use it without any problems: Then you can install this system.
  8. 1129 00:46:54105 :: File "ui.py", line 1266, in OnMouseOverIn 1129 00:46:54105 :: AttributeError 1129 00:46:54105 :: : 1129 00:46:54105 :: 'MiddleBar' object has no attribute 'overFunc' 1129 00:46:54106 :: Hello there. How can I solve this error? Line 1266: def OnMouseOverIn(self): if self.overFunc: apply(self.overFunc, self.overArgs )
  9. Hi, I want to use different definitions for "UiScript". I tried but it doesn't work. How can I do it? def LoadDialog(self): try: PythonScriptLoader = ui.PythonScriptLoader() if shop.IsPrivateShop(): PythonScriptLoader.LoadScriptFile(self, "UIScript/shopdialog2.py") else: PythonScriptLoader.LoadScriptFile(self, "UIScript/shopdialog1.py") except: import exception exception.Abort("ShopDialog.LoadDialog.LoadObject")
  10. Hi, Everything looks good in the program, but after saving, the hair does not appear in the game. Or something else.. (But it looks fine in Granny Viewer.) How do I merge objects? Solved
  11. Thanks for sharing bro! But I have little problem. I can convert many GR2 files to FBX without any problems. But I can't convert a gr2 file with version 2.8 I have. What is the reason of this? It's a GR2 file that is very important to me, but I couldn't convert it to FBX
  12. No AttachingDataType is not sorting count. AttachingDataType = GameType.h : // Attaching Data enum EAttachingDataType { ATTACHING_DATA_TYPE_NONE, //0 ATTACHING_DATA_TYPE_COLLISION_DATA, //1 ATTACHING_DATA_TYPE_EFFECT, //2 ATTACHING_DATA_TYPE_OBJECT, //3 I USE THIS FOR HAIR OBJECT(GR2) ATTACHING_DATA_TYPE_MAX_NUM, }; So I have no problem with "AttachingDataType"
  13. The number given to the AttachingDataCount must be equal to the number of blocks such as AttachingData00. If the last block is AttachingData03, AttachingDataCount = 4. When I give 5 or more, the character is completely bare because it returns a null value. Group AttachingData { AttachingDataCount 3 Group AttachingData00 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 1 SphereDataCount 1 Group SphereData00 { Radius 40.000000 Position 0.000000 0.000000 100.000000 } } Group AttachingData01 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 3 SphereDataCount 1 Group SphereData00 { Radius 70.000000 Position 0.000000 0.000000 100.000000 } } Group AttachingData02 { AttachingDataType 3 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" ObjectScriptName "D:\ymir work\pc\warrior\hair\hair_4_1.gr2" } } When I do AttachingDataCount = 4, nothing is read and the character is bare. So when I do 3, the armor shows up but the hair doesn't. AttachingDataType is not sorting count. Specifies the "attachment" type. For example AttachingDataType 3 = Object's.
  14. "AttachingDataCount" I guess this is not easy to change. Because when I give a large number, the armor does not appear either, only a bare character appears I really need this and I couldn't find the solution for 3-4 days. I would really appreciate it if you can find it
  15. Don't work The armor is visible but the hair is not.. ScriptType RaceDataScript BaseModelFileName "d:/ymir work/pc/warrior/115_2.GR2" Group HairData { PathName "d:/ymir Work/pc/warrior/" HairDataCount 999 } Group AttachingData { AttachingDataCount 3 Group AttachingData00 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 1 SphereDataCount 1 Group SphereData00 { Radius 40.000000 Position 0.000000 0.000000 100.000000 } } Group AttachingData01 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 3 SphereDataCount 1 Group SphereData00 { Radius 70.000000 Position 0.000000 0.000000 100.000000 } } Group AttachingData02 { AttachingDataType 3 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" ObjectScriptName "D:\ymir work\pc\warrior\hair\hair_4_1.gr2" } }
  16. No Group HairData in this msm. I only add AttachingData but don't work.
  17. Hello. I define a model in addition to the "AttachingData" section in the MSM File, but the GR2 I added later is not read. So I add hair to the character, but; The character is visible, the hair is not. How can I identify gr2 in AttachingData section? When I open this msm file with the World Editor, the hair appears along with the character. But the hair is not visible in the game. ScriptType RaceDataScript BaseModelFileName "d:/ymir work/pc/warrior/115_2.GR2" Group AttachingData { AttachingDataCount 1 Group AttachingData00 { AttachingDataType 3 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" ObjectScriptName "D:\ymir work\pc\warrior\hair\hair_4_1.gr2" } }
  18. I'm getting game.core in Novaline infrastructure.
  19. @ Owsaphi. I removed DICE image and checkbox, because I do not use. But there is 1 step shift in settings. For example, "Item" option works for "Exp". "Yang" option also works for "Item". Please help me?
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.