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Found 5 results

  1. [url]http://www.youtube.com/watch?v=TODNcahB6GI[/url] Watch this video! this guy explains RuneScape lore based on origins of Gielinor video and his own experience with quests. Basically, if you never understood RS lore this video will explain everything briefly.
  2. [video=youtube;KIbkoop4AYE]http://www.youtube.com/watch?v=KIbkoop4AYE[/video] Browsing the YouTubes and found this... HurrDurr
  3. Im here to explain matrix cut scene's so you can be making perfect cut scene for your matrix server. First off the cutscene are done by local x and y which means its on a grid Imagine the area like this: [img]http://1.bp.blogspot.com/_NWSHay-_Gtk/R8hsDLaG9XI/AAAAAAAAAKU/DO6Ltp8v7zY/s400/grid.gif[/img] The side is Y and the bottom is X just like in math The Grid is 100x100 and done by regions. now lets look at where we go to make cutscene's Go to [CODE]src\com\rs\game\player\cutscenes[/CODE] and you will see some cutscene's that were already made by the matrix team Make a new .java file Name it what ever you want and put this in it: [CODE] package com.rs.game.player.cutscenes; import java.util.ArrayList; import com.rs.game.player.Player; import com.rs.game.player.cutscenes.actions.CutsceneAction; import com.rs.game.player.cutscenes.actions.LookCameraAction; import com.rs.game.player.cutscenes.actions.PosCameraAction; public class [name of cutscene here] extends Cutscene { @Override public CutsceneAction[] getActions(Player player) { ArrayList<CutsceneAction> actionsList = new ArrayList<CutsceneAction>(); * * * * * * * *[B][I][U] (put codes here!)[/U][/I][/B] return actionsList.toArray(new CutsceneAction[actionsList.size()]); } @Override public boolean hiddenMinimap() { return true; } }[/CODE] In the [Name of cutscene here] put the name of you cutscene without the [] If you dont want the map hide change the true into false Remember this is just a basic cutscene. now its time to add you cutscene there are two types of camera movement First one is the location the camera position: The code for it: [CODE]actionsList.add(new PosCameraAction(Local X, Local Y, Height , First Speed, Second Speed, Delay to Next Camera Movement));[/CODE] Local X: Like i explained before with the grid that this is the where X is on the grid the X and Y meet up for the location. Local Y: Same as Local X but this is from the side. (make sure you are facing north when getting the coords.) Height: This one is fun this is how low or high the camera goes 1 being lowest and as it becomes more the higher it gets. You might to do this one by 100's or 1000's the normal camera high is 3000 or so and you can go as high as you want. First Speed: Is how fast the camera moves and 1 being the slowest and 100 being instant do this one by 1's,and normal speed is 6 or so. Second Speed: This is just like First speed so keep it the same. Delay to Next Camera Movement: This is how long the delay for this camera to finish for the next one to start. Now that we have that one down time to move on to the next one This one is where the camera looks: [CODE]actionsList.add(new LookCameraAction(Local X, Local Y, Height , First Speed, Second Speed, Delay to Next Camera Movement));[/CODE] The codes for it are just like above except instead of going to that area it looks towards the area instead. Now that you know those you can make your cutscene and you can use as much of those as you want there is no limit. Now that your done making you cutscene close and save. Now find: [CODE] CutscenesHandler.java[/CODE] and you will see something like this [CODE] public static final void init() { try { Class<Cutscene> value1 = (Class<Cutscene>) Class .forName(EdgeWilderness.class.getCanonicalName()); handledCutscenes.put("EdgeWilderness", value1); Class<Cutscene> value2 = (Class<Cutscene>) Class .forName(DTPreview.class.getCanonicalName()); handledCutscenes.put("DTPreview", value2); Class<Cutscene> value3 = (Class<Cutscene>) Class .forName(NexCutScene.class.getCanonicalName()); handledCutscenes.put("NexCutScene", value3); Class<Cutscene> value4 = (Class<Cutscene>) Class .forName(TowersPkCutscene.class.getCanonicalName()); handledCutscenes.put("TowersPkCutscene", value4); Class<Cutscene> value5 = (Class<Cutscene>) Class .forName(HomeCutScene.class.getCanonicalName()); handledCutscenes.put("HomeCutScene", value5); [B][I][U](Here)[/U][/I][/B] } catch (Throwable e) { Logger.handle(e); } }[/CODE] And where you see the [B][I][U]Here[/U][/I][/B] add a new code [CODE] Class<Cutscene> value6 = (Class<Cutscene>) Class .forName([Name of Cutscene].class.getCanonicalName()); handledCutscenes.put("[Name of Cutscene]", value6);[/CODE] Where it says [Name of Cutscene] put the name of the .java file cutscene you made. the value should be 6 if this is your first cutscene your making if not then add the value + 1. And your pretty much done all you need is somewhere to activate the cutscene. And this is how: [CODE]player.getCutscenesManager().play("[Name of Cutscene]");[/CODE] so here is a very simple command for it: [CODE] if (cmd[0].equalsIgnoreCase("cutscene")) { player.getCutscenesManager().play("[Name of Cutscene]"); return true; }[/CODE] please let me know if you need any help and there are more tut's coming.
  4. . [CENTER][SIZE=5][COLOR="#000000"]YOU HAVE JUST BEEN LINKED HERE BECAUSE YOU THOUGHT THAT THE FACE OF AN OBJECT WAS THE OBJECTS HEIGHT, OR YOU WERE ASKING ABOUT HOW TO ADD OBJECTS INTO YOUR PI SERVER. SO PLEASE READ ALL OF THE BELOW SO THAT YOU UNDERSTAND HOW IT WORKS![/COLOR][/SIZE] [SIZE=4][COLOR="#000000"]If you would like to learn how to ACTUALLY add height to an object then[/COLOR] [URL="http://www.runelocus.com/forums/showthread.php?76788-tut-How-to-change-the-height-level-on-objects-PI"][COLOR="#FF0000"]CLICK HERE[/COLOR][/URL][/SIZE][/CENTER] [quote name='Auto Talker'][center] [COLOR="orange"]Open your source, and find objectmanager.java[/COLOR] [COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR] [COLOR="black"] How to find objectmanager.java: open the following folders; src/server/world/objectmanager.java [/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="orange"]Once you have done this just press "CTRL + F" and search for the following section of code:[/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="black"] public void loadCustomSpawns(Client c) { [/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="orange"]Underneath this section just add the following code:[/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="black"] c.getPA().checkObjectSpawn(2213, 3213, 3223, 0, 10); c.getPA().checkObjectSpawn(2213, 3214, 3223, 0, 10); c.getPA().checkObjectSpawn(2213, 3215, 3223, 0, 10); c.getPA().checkObjectSpawn(2213, 3216, 3223, 0, 10);[/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="orange"]This will create 4 bank booths in lumbridge castle next to the main hall, check if it works and then change the following numbers.[/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [COLOR="black"]2213 = Object ID[/COLOR] [COLOR="black"] 3213 = X - Coordinates[/COLOR] [COLOR="black"]3223 = Y - Coordinates[/COLOR] [COLOR="black"]0 = What way the object is facing (0 - 3)[/COLOR] [COLOR="black"]10 = Object type [10 = floor object, 5 = wall object, 0 = Door/wall][/COLOR] [COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="yellow"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="lime"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR][COLOR="red"]|[/COLOR] [/center] [/QUOTE] This was posted by [B][I]me[/I][/B] on someones thread when they asked about objects: [QUOTE]May 23rd, 2011, 21:24[/QUOTE] However I notice a lot of threads recently both here and on R-S saying that the Face is actually the height of the object. Now as you can see this has been said by newb members of the community for a long time now. So I am just setting the record straight by posting my post, as an actual thread that you can link people to if they ask about how to add objects/if they think that the Face is the Height... The link will be in my signature if you ever require it :D .
  5. [quote]First, download the models, you can find them here. After downloading that, make a folder in your client, and name it Raw(If you already have this, then just skip this part) Extract the models, and put them into your Raw folder, now open up ItemDef.java, and search [Code] /* Hardcoded items start here */Right under that, add this int[/code] [Code] if(i == 11740) { itemDef.actions = new String[5]; itemDef.actions[1] = "Wield"; itemDef.modelID = 44590; itemDef.maleEquip1 = 43660;//anInt165 itemDef.femaleEquip1 = 43660;//anInt200 itemDef.modelZoom = 789; itemDef.modelRotation1 = 240; itemDef.modelRotation2 = 60; itemDef.modelOffset1 = -1; itemDef.modelOffset2 = -23; itemDef.name = "Dragon claws"; itemDef.description = "A set of fighting claws.".getBytes(); } [/code] After adding that int, it should now look like this [code] /* Hardcoded items start here */ /**/ if(i == 11740) { itemDef.actions = new String[5]; itemDef.actions[1] = "Wield"; itemDef.modelID = 44590; itemDef.maleEquip1 = 43660;//anInt165 itemDef.femaleEquip1 = 43660;//anInt200 itemDef.modelZoom = 789; itemDef.modelRotation1 = 240; itemDef.modelRotation2 = 60; itemDef.modelOffset1 = -1; itemDef.modelOffset2 = -23; itemDef.name = "Dragon claws"; itemDef.description = "A set of fighting claws.".getBytes(); } return itemDef; } [/code]Save and Compile, and there you go. Now load up your client, and ingame type in add model, something should pop up asking you the model number, in there type 43660, then do it again, this time type 44590[/QUOTE] When I log on to my server, and I spawn the item 15037 it gives me a invisible item in my inventory "Chaotic Rapier"... I wield it and on my Equipment Tab, the item is in the helmet area. Also notice that the item isnt visible on the character when equipped. I opened Equipment Stats, and the stats for the Chaotic Rapier are correct; so I must be doing part of it right. [B] *-I added the item into my item.cfg list (server-side) and it appears to be correct. *-Added the two models 35084 and 35085 into Client>Cache>Data. *-Added the ints into ItemDef.java.[/B] ... My ints for the chaotic rapier. (based off quoted guide guide above) [code] if(i == 15037) { itemDef.actions = new String[5]; itemDef.actions[1] = "Wield"; itemDef.modelID = 35084; itemDef.maleEquip1 = 35085;//anInt165 itemDef.femaleEquip1 = 35085;//anInt200 itemDef.modelZoom = 1425; itemDef.modelRotation1 = 700; itemDef.modelRotation2 = 1300; itemDef.modelOffset1 = 9; itemDef.modelOffset2 = 13; itemDef.name = "Chaotic Rapier"; itemDef.aByte205 = -12; itemDef.aByte154 = -12; itemDef.anInt188 = -1;//female sleeve itemDef.anInt164 = -1;//male sleeve itemDef.description = "A razor-sharp rapier. (It doesnt look in good condition.)".getBytes(); } return itemDef; } [/code] ... I will tell you my server/client layout if this helps you: [code] Client > "Folder=Cache":"Folder=Sprites":"Folder=Sign":'Classfiles# = .class/.java' Cache > "Folder=Data":'Cachefiles# = .dat/.IDX0/.IDX1/.IDX2/.IDX3/.IDX4/.wav' Data > 'Datafiles# = .dat' [/code] Code contains whats in my CLIENT-side. I think the models are in the Cache>Data folder.. which contains only .dats. [B] Any help?? I have Teamviewer, also if requested I'll post model links to check for courrupt (but I doubt this cause I downloaded two sets of the models from two different people.. Tried both, no work.)[/B]
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