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  1. Hello, this is my first post here so hopefully I don't do anything wrong within this thread. I am what I would consider essentially new to RSPS development. Prior to picking up this source I had no Java experience but I am proficient in C++ and assembly. I'm a CS student and know my way around code in general, but don't know much about managing a package of this size or scale. I've been messing with my source on and off for a little over 2 months and have run into some snags that I can't work out on my own due to a lack of understanding and resources on the web. I have a 718+ Matrix source which *I think* is loading a 742 cache. I've worked through all the typical noob stuff of getting the server to compile, run, client connect, port forward, host it on a server, etc. To make this easier to read I'll simply list what I'm having the most trouble with. [LIST] [*]Large (and some small) NPC animations not working properly [*]NPC Spawning [*]Interface management [*] [/LIST] For the animation issue, I do know that it has to do with selecting the proper attack/defence animations in the NPCdefinitions file, but I have no idea where to get the proper animations from or how to narrow it down. NPC spawning, upon deleting my packed NPC spawn file I am getting an error while trying to generate the new packed file by running the server. The error is telling me there's an invalid spawn in my unpackedSpawns.txt. The weird thing is, I only get this error about half the time with the exact same spawns in the unpacked list. Interface management... where do I even begin. What kind of clusterfuck is the interface system? I don't even know where to start looking to try and edit existing interfaces or add one such as a quest tab server info pane. Also, when opening the popout equipment stats window, it opens fine and shows my stats as it should, but I can't click the equipment to unequip it without going back and using the tab interface to do it. Lastly, I would like to add items from another server as practice with cache management (just some 120 master capes and the mage and range versions of the kiln capes). I can find tutorials for loading entire caches but how do I edit just parts of my cache? Sorry if the post is too wordy or long, but I have looked all over and can't find specific enough answers for my situations. Also, I'd appreciate it if people would hold off on the "drop down to a lower source" comments as I don't really see the value in it since the mechanics between 317 and 700+ are completely different for what I'm struggling to do. EDIT*: The specific source is Project Runescape, I don't have the link but it is somewhere on the Runelocus forums, hopefully this helps. Thanks in advance, and I appreciate all genuine input.
  2. I honestly have no Idea how to add custom items. Right now, they just kinda float there if i'm moving. Anyone have any idea how to help me?
  3. number 0 thought this would be helpful to members if this was posted on the forum. [TABLE="class: grid, width: 500, align: center"] [TR] [TD]Dialogue Type[/TD] [TD]Animation ID[/TD] [/TR] [TR] [TD]Happy / Joyful[/TD] [TD]588[/TD] [/TR] [TR] [TD]Speaking Calmly 1[/TD] [TD]589[/TD] [/TR] [TR] [TD]Calm talk[/TD] [TD]590[/TD] [/TR] [TR] [TD]Default Speach:[/TD] [TD]591[/TD] [/TR] [TR] [TD]Evil[/TD] [TD]592[/TD] [/TR] [TR] [TD]Evil Continued[/TD] [TD]593[/TD] [/TR] [TR] [TD]Delighted Evil[/TD] [TD]594[/TD] [/TR] [TR] [TD]Annoyed[/TD] [TD]595[/TD] [/TR] [TR] [TD]Distressed[/TD] [TD]596[/TD] [/TR] [TR] [TD]Distressed Continued[/TD] [TD]597[/TD] [/TR] [TR] [TD]Almost Crying[/TD] [TD]598[/TD] [/TR] [TR] [TD]Bows head while sad[/TD] [TD]599[/TD] [/TR] [TR] [TD]Drunk to left[/TD] [TD]600[/TD] [/TR] [TR] [TD]Drunk to right:[/TD] [TD]601[/TD] [/TR] [TR] [TD]Disinterested[/TD] [TD]602[/TD] [/TR] [TR] [TD]Sleepy[/TD] [TD]603[/TD] [/TR] [TR] [TD]Plain Evil:[/TD] [TD]604[/TD] [/TR] [TR] [TD]Laugh 1[/TD] [TD]605[/TD] [/TR] [TR] [TD]Laugh 2[/TD] [TD]606[/TD] [/TR] [TR] [TD]Laugh 3[/TD] [TD]607[/TD] [/TR] [TR] [TD]Laugh 4[/TD] [TD]608[/TD] [/TR] [TR] [TD]Evil laugh[/TD] [TD]609[/TD] [/TR] [TR] [TD]Sad[/TD] [TD]610[/TD] [/TR] [TR] [TD]More Sad[/TD] [TD]611[/TD] [/TR] [TR] [TD]On One Hand:[/TD] [TD]612[/TD] [/TR] [TR] [TD]Nearly crying[/TD] [TD]613[/TD] [/TR] [TR] [TD]Anger 1[/TD] [TD]614[/TD] [/TR] [TR] [TD]Anger 2[/TD] [TD]615[/TD] [/TR] [TR] [TD]Anger 3[/TD] [TD]616[/TD] [/TR] [TR] [TD]Anger 4[/TD] [TD]617[/TD] [/TR] [/TABLE] Credits http://pastebin.com/5Hyn305n
  4. title pretty much sums it up. Help is very much appreciated.
  5. I want to know how to make my dragons look normal. I've been told that it has something to do with the animations and to search for animations but I don't know what I'm looking for or what to do once I find it. [ATTACH]10712[/ATTACH]
  6. I'm using the SlashScape client which I believe loads 474 data. I remember a fix being released for this years ago but I can't seem to find it, I've also been out of the game a long time too. Any help is appreciated. Thanks in advance. EDIT: Here is a picture to poorly illustrate what i'm trying to say. I apologize for the shit quality (blame Gyazo). Although the GIF doesn't show it properly, the running animation is in slow motion. [url]http://gyazo.com/a5ab81ab9d80088186124f685b94d335[/url]
  7. Credits: To officiallulzs3c For helping me solve this problem. :) link: [url]http://www.runelocus.com/forums/showthread.php?100671-adding-Animations-for-Passive-NPC-s(317-PI)[/url] So this is just a simple tutorial release to add animations and stuff to your idle NPC's. :D I decided to do this as bankers look quite stiff and boring on 317 revisions, as well as any other static NPC's. But enough about that, lets get straight into the code ^_^ Files you will need: - spawn-cfg.cfg - NPCHandler.java Alright so first of all your going to want to pick an integer(whole number) that's greater than 5(so you don't mess up any other leeched snippets/tutorials). Once you've thought of a number, go into spawn-cfg.cfg and change your static NPC's 'walking' number to your number. In this example ill be using the number 8. So inside my spawn cfg i would edit my banker to something like this: [code] spawn = 494 3100 3101 0 8 0 0 0 Banker[/code] After you have changed all the NPC's you want to, save(Optional: and close). Now open up your NPCHandler.java file. After all the imports, you will see something like this: [CODE] public class NPCHandler { public static int maxNPCs = 10000; public static int maxListedNPCs = 10000; public static int maxNPCDrops = 10000; public static NPC npcs[] = new NPC[maxNPCs]; public static NPCList NpcList[] = new NPCList[maxListedNPCs];[/CODE] Right underneath this your going to want to place the following variables: [CODE] public long startTime[] = new long[maxNPCs]; public long endTime[] = new long[maxNPCs]; public long timeDif = 0; public long animTime = 0;[/CODE] Alright now Ctrl+f and search for "walkingtype ==". You should find either "if (npcs[i].walkingType == 1) {" or "if (npcs[i].walkingType == 0) {". Now on the line above you are going to want to write a new if statement line like so: [CODE]if (npcs[i].walkingType == 8){ // Replace 8 with the number you chose in spawn-cfg.cfg }[/CODE] Now in-between the new if statement, you are going to want to create a switch statement and make cases for all you static npc's Like so: [CODE] if (npcs[i].walkingType == 8){ // Replace 8 with the number you chose in spawn-cfg.cfg switch (npcs[i].npcType){ case 494: // Banker break; default: break; } }[/CODE] Now for the filling! Search up an emote id you want for your NPC. In my example the banker will play a dance emote (866). Just replace the number with your emote ID: [CODE] if (npcs[i].walkingType == 8){ // Replace 8 with the number you chose in spawn-cfg.cfg switch (npcs[i].npcType){ case 494: // Banker endTime[i] = System.currentTimeMillis(); timeDif = endTime[i] - startTime[i]; animTime = 3000; //Time Animation plays In Milliseconds. REPLACE WITH YOUR ANIMATION TIME if (timeDif >= animTime || startTime[i] == 0){ startAnimation(866,i); // REPLACE 866 WITH YOUR ANIMATION ID startTime[i] = System.currentTimeMillis(); } break; default: break; } }[/CODE] now let me go through what youll need to change. animTime is the time the npc will wait before playing the animation again. This is useful for two reasons, 1. by not playing constantly will free up system resources,2. will actually let the full emote play ^_^(in this example i found 3 seconds wasn't enough for the dance emote, so adjust accordingly). Save And compile and your done! ^_^ Congratulations youve made your static npc's more interesting. Now if you want to be a bit more fancy you can string together a series of emotes for your npc. To start off you'll need to add a new variable at the top underneath your other added variables like so: [CODE] public long startTime[] = new long[maxNPCs]; public long endTime[] = new long[maxNPCs]; public long timeDif = 0; public long animTime = 0; public int nextAnim[] = new int[maxNPCs]; // ADD THIS VARIABLE[/CODE] now going back to your if statement in the code (if (npcs[i].walkingType == 8){), you're going to need to delete EVERYTHING within this if statement: "if (timeDif >= animTime || startTime[i] == 0){" Then add a switch statement with some new cases like so: [CODE] if (npcs[i].walkingType == 8){ switch (npcs[i].npcType){ case 494: endTime[i] = System.currentTimeMillis(); timeDif = endTime[i] - startTime[i]; animTime = 3000; //Time Animation plays In Milliseconds if (timeDif >= animTime || startTime[i] == 0){ switch (nextAnim[i]){ case 0: startAnimation(866,i); startTime[i] = System.currentTimeMillis(); nextAnim[i]++; break; case 1: startAnimation(2108,i); startTime[i] = System.currentTimeMillis(); nextAnim[i]++; break; case 2: npcs[i].forceChat("Phew... This is tiring work!"); startTime[i] = System.currentTimeMillis(); nextAnim[i] = 0; break; default: System.out.println("Something went wrong :/"); break; } } break; default: break; } }[/CODE] Now I'll explain how this works. The first time it plays an animation, case 0 will be called(as nextAnim[i] = 0). Just before the break; there is the line nextAnim[i]++ which adds 1 to nextAnim. This means that case 1 will play the next time through, then case2, ect,ect. To make it loop, in your final case, replace "nextAnim[i]++" with nextAnim[i] = 0; And there you go you now how a grooving banker/NPC. Let me know if you had any trouble with the code and I'll try to help you as best as I can. Also if you plan to leech, giving me a thanks would be greatly appreciated ^_^
  8. I am trying to add a custom animation but ofc my client doesn't have any "custom" animations in it, so, and google doesn't help at all, so If you can help me out a bit, please do. I have the dat & animation code. Trying to add dragon claws animation, or 525 anims but every time i do the 525 anims it results in no animated GFX/animations at all
  9. So the title pretty much sums it up. How would you go about adding animations to passive npc's (such as fishing spots). will i need to create a new function or can i use whats available in the NPC Handler(NPCHandler.java)? What I have tried so far to get the anim to work: - placing a case inside "public static int getAttackEmote(int i) {" - fair sure the fishing spot would need to attack me for the animation to play. The same with "public int getDeadEmote(int i) {" - making a while statement in the [CODE]public void spawnNpc(Client c, int npcType, int x, int y, int heightLevel, int WalkingType, int HP, int maxHit, int attack, int defence, boolean attackPlayer, boolean headIcon) {[/CODE] function as well as the spawn 2 function. I'm not necessarily asking you to spoon feed me code to solve my problem, but a steer in the right direction would be greatly appreciated. Example passive case: [CODE] case 313: // shrimp fishing location return 59;// Whirlpool[/CODE] [quote name='officiallulzs3c']so you basically want to add animations to npc's that are used as objects ?[/QUOTE] Yeah almost... I guess i wasnt too clear. What i wanted to do was to work out how to add animations to Non-monster NPC's. In otherwords have an "idle" animation play for the npc. For the example above, id want the whirlpool animation to be constantly playing on my shrimp fishing spot while the server was up. another example would be when Npcs stand around and play an idle animation(like a sheep's head bending down to eat the grass).
  10. Hey, i cannot figure out how to change weapons wielding anims in 667 loading 714 rsps. I found tutorials on PI servers only. Maybe someone can give me a name of file that i should be looking for?
  11. Does anyone know how to do this? If so I'll be more than grateful! :D Many thanks in advance.
  12. Hello, How can I change the client starting screen from the Client StarterPack found here [url]http://www.runelocus.com/tools/starterpack.html[/url] I can't find the picture that is loaded into the background for logging in. Also, the attack animations don't work on this starter version, is there a patch somewhere or is it just an accepted flaw in the 317 starter pack?
  13. Jay v

    Animations help

    Hi guys, I was hoping someone could give me all the animation ID's for asta frostweb and icy bones (Dung bosses). If you know a website that could help me out as well it would be much appreciated. Thankyou.
  14. Hey im trying to add an npc into my server but I don't know how to add an walking animation for it could anyone help me out?
  15. Hi guys, I'm quite new to rsps coding although I am decent in java. I have been using the runelocus starter to try to learn the ropes but the biggest problem I am having is that there are no player combat emotes they just stand still while they fight and I cant seem to add them in. Any help would be great. Even if you just tell me what file that is handled in. Thank you.
  16. Posted in wrong area. Please lock this thread.
  17. I am using the Runelocus starter pack and when I attack stuff it doesn't have an attack animation but the monsters i attack do?
  18. All my bosses animations are messed up.. i changed nothing when i upgraded caches with any of their files and they have weird attack animations.i checked the files and they're fine but idk what i can be.my friend is using same cache and his are fine. maybe npchandler.java?
  19. Does anyone have object animations some sort of list? I would need for trapdoors and such, thanks in advance.
  20. please help, i need to fixxxx! ty
  21. Hi, im having some trouble with 2 things, the first problem. what's really annoying is the dropping issue, its a rune-evo server with matrix client. If you want to destroy a item, i get a option do you really want to destory this item? yes,no. and if i die in PVP or by a NPC or a suicide/killcommand then you still have all your items in your inventory, everything is it possible. to remove the option to destroy items. and make them actually appear on the ground when you drop them. i got no file named Dropitem.Java as some people said. **pictures are below** The second issue is with many npc's dont got a attack nor death animation. i know that i need to give them the animation ID and the Death animation ID. but i have no clue where to find them. For the animations i do not ask simple spoonfeeding. if someone could just show me a file with a npc that got attack and death animations, then i can do the rest myself i only need a example. then i can do the rest myself ^^ only the drop item issue is a problem wich i cannot solve., **all help is appreciated** For normal contact skype: bjorn.schonenberg [ATTACH=CONFIG]8891[/ATTACH] [ATTACH=CONFIG]8892[/ATTACH] The item loss on death issue
  22. I have got the gfx I need, aswell as player and npc animations over the past few days (finally) Now I need object animations for some of the skilldoors and such in dg, I am using a matrix base and RSBot doesnt give me these ids. So in the 718 matrix base it has "Objectanim" command, how do I get this to work to test them all myself? I've tryed "Objectanim objectid animationid", ive tryed "Objectanim animationid" aswell as "Objectanim objectid" and none work, any insight? thanks.
  23. So I added some costums like lava , cyan and limewhip etc but the problem is when I atk a npc the whip doesn't attack the way like the normal whip. How do I make the costum whips atk the same way as normal whip? 317 Pi based
  24. The woodcutting I've got in does the following: [list=1] [*]Give Logs [*]Recognizes both wielded axes and axes in the inventory [*]Removes the trees and creates a stump (Exact same with all trees from RS) [*]Re spawns cut down trees (From stumps back to the tree again) in the right amount of ticks [*]Gives perfect amount of xp per log [*]Drops nests (at 100% working capacity) [/list] The help I need is with the animations. People just stand there and stare at the tree as they cut it down.... I can't see anything wrong with my code so... here is what I've got. [code] [COLOR="GoldenRod"] public int getWcEmote() { if (axeType == 1351) // bronze return 875; if (axeType == 1349) // iron return 875; if (axeType == 1353) // steel return 875; if (axeType == 1355) // mith return 875; if (axeType == 1358) // addy return 875; if (axeType == 1359) // rune return 865; if (axeType == 6739) // d axe return 2846; if (axeType == 13661) // d axe return 2846; if (axeType == 1361) // black return 873; else return 0; }[/COLOR] public void cutWood() { int maxLogsPerTree = cutForChop(treeType); if (logsCutFromTree < maxLogsPerTree) { if (c.getItems().addItem(logType,1)) { [COLOR="GoldenRod"]c.startAnimation(getWcEmote());[/COLOR] logsCutFromTree += 1; c.sendMessage("You get some logs."); c.getPA().addSkillXP(exp * Config.WOODCUTTING_EXPERIENCE, c.playerWoodcutting); c.getPA().refreshSkill(c.playerWoodcutting); c.wcTimer = getWcTimer(density); } else { c.getPA().resetVariables(); return; }[/code] The above is my code for the emotes that go with the axes, then the code where the animation should start before I receive logs (when I start cutting)... Can anyone help please?
  25. IDK If anyone has them or knows how to get but here they are: Standing - 18019 Walking - 18020 Running - 18021 Hope this helps those who need it still.
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