Summon Animation
Moderator: Nizari
Summon Animation
I'd like to cast a missil or something like it when casting a new golem... I tried to put revivelarge missile on srvmissile and cltmissile but it casts on character and not on monster like revive... any ideas on how to do it?
Be Xtreme!
Re: Summon Animation
You can put the missile graphics as an overlay, and then activate it as an overlay via sumoverlay. I am assuming that you only want the missile for the graphical effect, otherwise it'll require a bit of a more involved solution. You can also give the golem a state that launches the missile (see restinpeace in particular; corpseexp also does this with its function, but it also releases blood droplets), although these are only client side, so this will also only be useful if you only want it for the graphical effect.
Re: Summon Animation
Hey!
I am not sure what your goal is, but I conclude that it is a golem animation projectile or a projectile that works in the indicated place, just like the golem at the summoning.
If you want to commit a golem bullet, you must find ladiks and UberListFile.txt to find the golem files in game .mpq files.
Export its files and find .dcc with "WL" (means animation during movement). Copy and paste this animation into
and change the name you want. Enter this name in the selected shell in CelFile. Ready!
Now, if you want to commit a bullet that causes injuries at the point of view, I recommend reading:
viewtopic.php?f=122&t=29595;
And if you want to commit a golem callback, take a look at the function:
in Missiles.txt.
Is this what you need?
I am not sure what your goal is, but I conclude that it is a golem animation projectile or a projectile that works in the indicated place, just like the golem at the summoning.
If you want to commit a golem bullet, you must find ladiks and UberListFile.txt to find the golem files in game .mpq files.
Export its files and find .dcc with "WL" (means animation during movement). Copy and paste this animation into
Code: Select all
Data/ .../ Missiles/
Now, if you want to commit a bullet that causes injuries at the point of view, I recommend reading:
viewtopic.php?f=122&t=29595;
And if you want to commit a golem callback, take a look at the function:
Code: Select all
1/-/1/6
Is this what you need?
Peace!
Join my group on facebook.com https://www.facebook.com/groups/D2lodmodding/
Re: Summon Animation
Yep, just aesthetic... I mean, when we summon a "revive" with necro, it casts a "revivelarge" missile and the monster shows up... I have my new golem summonin all of a sudden without this "call" missile, and when I put a missile on skill it cast this missile on the necro... not on golem's summon place...Cypress wrote: ↑Tue May 05, 2020 2:56 pmYou can put the missile graphics as an overlay, and then activate it as an overlay via sumoverlay. I am assuming that you only want the missile for the graphical effect, otherwise it'll require a bit of a more involved solution. You can also give the golem a state that launches the missile (see restinpeace in particular; corpseexp also does this with its function, but it also releases blood droplets), although these are only client side, so this will also only be useful if you only want it for the graphical effect.
I'll try overlay...
Be Xtreme!
Re: Summon Animation
Haha thanks for the reply... Not actualy what I was looking for but nice anyway, a monster shooting skill...Magiczny wrote: ↑Mon May 11, 2020 11:17 amHey!
I am not sure what your goal is, but I conclude that it is a golem animation projectile or a projectile that works in the indicated place, just like the golem at the summoning.
If you want to commit a golem bullet, you must find ladiks and UberListFile.txt to find the golem files in game .mpq files.
Export its files and find .dcc with "WL" (means animation during movement). Copy and paste this animation intoand change the name you want. Enter this name in the selected shell in CelFile. Ready!Code: Select all
Data/ .../ Missiles/
Now, if you want to commit a bullet that causes injuries at the point of view, I recommend reading:
viewtopic.php?f=122&t=29595;
And if you want to commit a golem callback, take a look at the function:in Missiles.txt.Code: Select all
1/-/1/6
Is this what you need?
Peace!
Be Xtreme!
Re: Summon Animation
Specktro wrote: ↑Thu May 14, 2020 5:54 pmHaha thanks for the reply... Not actualy what I was looking for but nice anyway, a monster shooting skill...Magiczny wrote: ↑Mon May 11, 2020 11:17 amHey!
I am not sure what your goal is, but I conclude that it is a golem animation projectile or a projectile that works in the indicated place, just like the golem at the summoning.
If you want to commit a golem bullet, you must find ladiks and UberListFile.txt to find the golem files in game .mpq files.
Export its files and find .dcc with "WL" (means animation during movement). Copy and paste this animation intoand change the name you want. Enter this name in the selected shell in CelFile. Ready!Code: Select all
Data/ .../ Missiles/
Now, if you want to commit a bullet that causes injuries at the point of view, I recommend reading:
viewtopic.php?f=122&t=29595;
And if you want to commit a golem callback, take a look at the function:in Missiles.txt.Code: Select all
1/-/1/6
Is this what you need?
Peace!
Hey!
Thanks for the answer!
Still wondering what you needed? I don't really understand what it was ...
I will be grateful for your response.
Peace!
Join my group on facebook.com https://www.facebook.com/groups/D2lodmodding/
Re: Summon Animation
I want to cast a missile, and this missile becomes the monster I want to summon... I did this for test monsters, I created a skill using a missile with SrvFunc 6, so I cast a missile, and it becomes a hostile monster...
CHAR ------------> Monster
_______^^^^
_______Missile
But I want in my golem cast animation, I'm doing it with overlay now and soon I answer if it works...
I apologize for my sux english
Be Xtreme!
Re: Summon Animation
Hey!
In my opinion, you need to open MonStats.txt and set the monster as an ally.
Peace!
Join my group on facebook.com https://www.facebook.com/groups/D2lodmodding/
Re: Summon Animation
Thanks for the reply...
Yeah I know that, actualy I was just using this skill as exemple... The missile thing was what I needed..
Found out that the monster summon animation was the problem, like a TR for when the monster "appears"...
Made it and its all good now...
Be Xtreme!