Thread: cape emotes info

Page 1 of 2 12 LastLast
Results 1 to 10 of 14
  1. #1 cape emotes info 
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    Can someone tell me how i can make my skillcapes emote timers?because i did like this ,bt some emotes are long or shortand how i can stop players to run and doing skillcape emotes in the same time ?because my c.stopMovement dont work
    can someone post a example pls?
    Code:
              case 154:
                int capes[] = {9784,9763,9793,9796,9766,9781,9799,9790,9802,9808,9748,
                        9754,9811,9778,9787,9775,9760,9757,9805,9772,9769,9751,9813};
                int emotes[] = {4937,4939,4941,4943,4947,4949,4951,4953,4955,4957,4959,4961,
                        4963,4965,4967,4969,4979,4973,4975,4977,4971,4981,4945};
                int gfx[] = {619,629,610,609,607,620,616,605,618,613,611,621,
                        622,623,624,626,606,617,615,625,612,614,608};
                for (int i = 0; i < capes.length; i++)
                    {
                        if (c.playerEquipment[c.playerCape] == capes[i] || c.playerEquipment[c.playerCape] == capes[i] - 1) //-1 allows the nontrimmed capes to have emotes too.
                        if(System.currentTimeMillis() - c.lastemote >=5000) {
    					    c.stopMovement();
                            c.startAnimation(emotes[i]);
                            c.gfx0(gfx[i]);
    						c.lastemote = System.currentTimeMillis();
                        }
                    }
    		if (c.playerEquipment[c.playerCape] == -1) {
    		c.sendMessage("You must have a skillcape on to perform this animation!");
    		}
    Reply With Quote  
     

  2. #2  
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    anyone pls?
    Reply With Quote  
     

  3. #3  
    Registered Member Hexagon's Avatar
    Join Date
    May 2008
    Posts
    672
    Thanks given
    28
    Thanks received
    18
    Rep Power
    33
    well my cheapfix would be go on skillcape emote codes and reduce all delay values by -1, that fixed timing for me, for emote (crappy written quickly) i would do something like this on walking packet:

    if(emote != getstandanim()){
    break;
    }
    Reply With Quote  
     

  4. #4  
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    do u mean to chage all 4,4,4 and 3,3 etc? with -1?
    Code:
    if(j == 4959){	//Attack cape (EMOTE)
    int file = 1290;
    if(FrameStart[file] < 1)
    Class36.methodCustomAnimations2(false, file);
    int[] frames = {49,60,71,82,88,89,90,91,92,50,51,52,53,54,55,56,57,58,59,61,62,63,64,65,66,67,68,69,70,72,73,74,75,76,77,78,79,80,81,83,84,85,86,87,0};
    int[] delays = {4,4,4,4,4,4,4,3,3,4,4,4,4,3,3,4,4,4,4,3,3,4,4,4,4,4,4,3,3,3,3,3,3,3,4,4,4,4,3,3,3,4,5,5,0};
    anims[j].anInt352 = frames.length-1;
    anims[j].anIntArray353 = new int[frames.length-1];
    anims[j].anIntArray354 = new int[frames.length-1];
    anims[j].anIntArray355 = new int[frames.length-1];
    for(int i2 = 0; i2 < frames.length-1; i2++){
    anims[j].anIntArray353[i2] = frames[i2]+FrameStart[file];
    anims[j].anIntArray354[i2] = -1;
    anims[j].anIntArray355[i2] = delays[i2];
    }
    	anims[j].anInt359 = 10;
    	anims[j].anInt360 = 0+512;
    	anims[j].anInt361 = 0+512;
    	anims[j].anInt363 = 1;
    	anims[j].anInt364 = 1;
    }
    }
    Reply With Quote  
     

  5. #5  
    Registered Member Hexagon's Avatar
    Join Date
    May 2008
    Posts
    672
    Thanks given
    28
    Thanks received
    18
    Rep Power
    33
    yes, i would sent you if i didn't deleted my class20 and hardcoded anims.. and for attack it would be:
    Code:
    int[] delays = {3,3,3,3,3,3,3,2,2,3,3,3,3,2,2,3,3,3,3,2,2,3,3,3,3,3,3,2,2,2,2,2,2,2,3,3,3,3,2,2,2,3,4,4,0};
    one tip: aways start from lower numbers (1-9) so you dont fuck delays up, and dont change 1 to 0 =]
    Reply With Quote  
     

  6. #6  
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    dont work still need help!
    i will rep+++
    Reply With Quote  
     

  7. #7  
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    bump
    Reply With Quote  
     

  8. #8  
    Banned

    Join Date
    May 2008
    Posts
    2,327
    Thanks given
    55
    Thanks received
    67
    Rep Power
    0
    make them frozen?

    or do wat runescape did and add a timer on for each emote
    and in walking packet
    if (emoteTimer > 0) { sM("Sorry you can't walk while doing an emote."); return; }


    or even in the walk packet

    setanimation(getWalkEmote());
    gfx(0);?
    Reply With Quote  
     

  9. #9  
    Registered Member Clx3's Avatar
    Join Date
    Jan 2010
    Posts
    440
    Thanks given
    79
    Thanks received
    15
    Rep Power
    15
    If you got the ismoving variables, Do it like this:

    Code:
    if(isMoving) {
    break;
    }


    Reply With Quote  
     

  10. #10  
    Registered Member
    Join Date
    Jul 2008
    Posts
    3,163
    Thanks given
    235
    Thanks received
    74
    Rep Power
    209
    if i will add for each cape a timer dont make lagg ?
    Reply With Quote  
     

Page 1 of 2 12 LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •