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Shenmue

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Shenmue last won the day on July 19

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  1. There's a source mod that add running system by clicking shift key. Here it is (you may want to read replies)
  2. Don't know what the answer is, but wanted to say that it's a pretty nice target box
  3. I don't know about that, maybe it's related to another modification? In my knowledge, every game that used this mod don't have this issue. I guess I will need more information if you want me to help like your "Intersect.Server\Entities\Pathfinding\SpatialAStar.cs" code or other installed mods you have. I may do a master version, but I don't know when since I am somehow busy.
  4. As far as I know there is no kill count variable. You can create one and increase its value by using "PVP Kill" trigger of the event system.
  5. Glad to see it now works, but I wonder, have you tried my solution?
  6. Oh I see my bad. So you want the weapon animation to have 6 frames and the shot one 13. Then you have to add this "&& item.ProjectileId == Guid.Empty" to the weapon condition "if (AnimatedTextures[SpriteAnimations.Weapon] != null)" The final result should be the code below. if (AnimatedTextures[SpriteAnimations.Weapon] != null && item.ProjectileId == Guid.Empty)
  7. Inside the block of "if (AnimatedTextures[SpriteAnimations.Weapon] != null)" you use "if (SpriteFrame >= 6)". But you should use >= 13 instead.
  8. It's because of this code: if (SpriteFrame >= 6) { SpriteFrame = 0; } You should remplace the 6 by 13.
  9. In the UpdateSpriteAnimation method, you have to check in the attack and cast code block where there is a value assignation to "SpriteFrame" and replace the "4f" by the number of frames of the animation. SpriteFrame = (int)Math.Floor((timeIn / (CalculateAttackTime() / 4f))); SpriteFrame = (int)Math.Floor((timeIn / (duration / 4f))); I haven't tested, but I think it should work.
  10. You have to add value to the Texture field. You should check out how things are done for the 4 first members and try to do the same for the rest.
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