Author Topic: [Tutorial] How to add New Animations to your module.  (Read 9018 times)

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Aethelred

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Re: [Tutorial] How to add New Animations to your module.
« Reply #90 on: November 30, 2009, 07:52:47 AM »
I also found it to be impossible to create a new set of item capabilities. I wanted to use a different style of thrust animation only for seaxes, but it still used the list of animations for itcf_thrust_onehanded. Even when I gave my custom itcf a different hex value it made no difference, which doesn't make any sense to me. I can't see how it still knew to use the itcf_thrust_onehanded; I'm certain there was nothing in the items files or animations file to point it in that direction, so I'd have expected it to either work or crash.

Dain Ironfoot

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Re: [Tutorial] How to add New Animations to your module.
« Reply #91 on: November 30, 2009, 01:55:55 PM »
Yeah, we've been through this. The tutorial doesn't actually work. Vaguely naming a new item capability the same as an animation you've added does NOT let you add a new item flag. It's all hardcoded.
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uio0000

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Re: [Tutorial] How to add New Animations to your module.
« Reply #92 on: April 01, 2010, 07:25:53 PM »
for the video,you might wanna update the link
http://www.youtube.com/watch?v=8n0Q8THJE60

ZemplinTemplar

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Re: [Tutorial] How to add New Animations to your module.
« Reply #93 on: May 11, 2011, 05:31:09 PM »
So, in essence, this tutorial is well-intentioned, but inacurrate rubbish. Now I know why I had problems implementing new animations.  :| It seems almost impossible to do without wrecking the module system.  :x
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