Thread: Ags anim. messed up (even tho it's correct)

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  1. #1 Ags anim. messed up (even tho it's correct) 
    Registered Member Nyte's Avatar
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    Any clue?
    https://gyazo.com/c91a3a4359f24b8349d8e17d17382839
    Yes, animations are correct, could it be something wrong with the data being packed incorrectly or?
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    "Yes, animations are correct", No your animations are not correct otherwise you wouldn't cause such issue???
    Fix your readvalues and pack the correct sequance files. Gl.
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    Registered Member Nyte's Avatar
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    https://gyazo.com/00007ff407e0b21d6d89187691454d00 so u're telling me these are wrong.
    perception base btw.
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    The stand/walk anims were changed a few revisions ago. Make sure you're using the new ids.
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    Quote Originally Posted by Professor Oak View Post
    The stand/walk anims were changed a few revisions ago. Make sure you're using the new ids.
    Are they? If so what are they now? I just used the correct readvalues and sequances and it was fixed?
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    Yes this problem is because read values changed, id's also changed some time ago but they didn't produce this particular glitch.
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    playerStandIndex = 7047;
    playerWalkIndex = 7046;
    playerRunIndex = 7039;

    attack
    return 11979;

    block
    return 7050;
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  9. #8  
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    Quote Originally Posted by Professor Oak View Post
    The stand/walk anims were changed a few revisions ago. Make sure you're using the new ids.
    My anims are the same from your release.

    Code:
        "blockAnim": 7056,
        "standAnim": 7053,
        "walkAnim": 7052,
        "runAnim": 7043,
    And they work perfectly fine with #160 data, only thing was the special animation for godswords?
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    Quote Originally Posted by goody View Post
    playerStandIndex = 7047;
    playerWalkIndex = 7046;
    playerRunIndex = 7039;

    attack
    return 11979;

    block
    return 7050;
    Funny OSRS doesn't even have return 11979; that many anims. You sir are deluded.
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