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Everything posted by Shenmue
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Thanks Joyce my gee
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There's a source mod that add running system by clicking shift key. Here it is (you may want to read replies)
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Don't know what the answer is, but wanted to say that it's a pretty nice target box
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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.
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Count as high as you can while staff are sleeping!!!
Shenmue replied to Giligis's topic in Forum Games
We are going to 5 for it -
Count as high as you can while staff are sleeping!!!
Shenmue replied to Giligis's topic in Forum Games
Feel like it ain't worth trying...3 -
Count as high as you can while staff are sleeping!!!
Shenmue replied to Giligis's topic in Forum Games
G1bier back on it? -
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.
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Sharing My Music and Sound FX - Over 2000 Tracks
Shenmue replied to Eric Matyas's topic in Resources
Yeah that's pretty cool -
Glad to see it now works, but I wonder, have you tried my solution?
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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)
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Inside the block of "if (AnimatedTextures[SpriteAnimations.Weapon] != null)" you use "if (SpriteFrame >= 6)". But you should use >= 13 instead.
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It's because of this code: if (SpriteFrame >= 6) { SpriteFrame = 0; } You should remplace the 6 by 13.
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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.
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Even adding more members to JSON, it does not appear in the game interface
Shenmue replied to a question in Development Questions
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. -
I guess you have created a code to send the packet, but have you created one to handle it? You can go to the official tutorial about Networking in Intersect Engine by clicking on the link below. Go to the tutorial about Networking
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Even adding more members to JSON, it does not appear in the game interface
Shenmue replied to a question in Development Questions
You have not set Bounds value starting from member 5. Bounds value works like (x position, y position, width, height). Here's a tutorial about json files: https://www.ascensiongamedev.com/topic/2298-tutorial-on-intersects-ui/ -
What do you guys use to record your GIFs.
Shenmue replied to Eridonis's question in Questions & Answers
I use ScreenToGif, maybe not very user friendly, but it's simple and we can do everything we may want to do when working with gifs. -
New patch available. issues solved Client crashes when trying to paste a text when nothing has been copied Some json properties are not taken in consideration like the "TextColor" one. The scrollbar doesn't disappear when erasing the text. You have installed the mod and want to download the update? Click here All download links in the GitPatch section are up to date.
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Right indeed. Well I don't know how to solve this, but you may want to look at Intersect."Client.Core.Input" and the OnMouseDown method near line 250. Doing some research about breakpoints in Visual Studio will certainly help.
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You mean you have two controls with the same value? I guess it's not supposed to work like that
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Well, that is not a very clear question, but I will say true is used to say the opposite of false haha
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You also have to add new values in "Intersect.Enums.DamageType" and to add new "cases" in the "switch (damageType)" of the "Attack" method of "Intersect.Server.Entites.Entity" (near line 1730). I think damage types are only useful if you want to use different damage formulas and/or colors. So you will probably want to add new values in "Intersect.Server.General.Formulas" and "Intersect.CustomColors.CombatNamespace".
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If you want to change the default value of the control you have to go in "Intersect.Client.Core.Controls.Controls" and change the "Keys.LButton" to "Keys.None" for the "Control.AttackInteract" in the "ResetDefaults" method. If you don't want the player to be able to put back a mouse button, you will have to add a check somewhere in the code.
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In the map Editor, you can drag it out of the folder in order to deplace it. But for other kind of editor like the Item one, you have to select the folder you want it to be. If you don't want it to be on any folder, you can select the empty option.
