Thread: Forcemovement mask..

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  1. #1 Forcemovement mask.. 
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    Well when I use forcemovement mask, it uses stand anim while moving..? - shouldnt it be using walk anim?

    - Yes I could just set the stand anim to what I want while using the forcemovement, but if it shouldnt be done like that, I'd like to fix this up.
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  2. #2  
    Forcemovement mask..



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    no u have to play an animation manually

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  3. #3  
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    Try contact Thomy from emps-scape he did a lot of research into this mask and had it working perfect, he gave me his work but I know its defenty not on this PC, I'll have a look on my other PC over the weekend, but your best bet is contacting him as he had it working PERFECT!

    If I remember right theres some crazy delay timer that is different for every animation that you also got to figure out, the more I remember the more horrific I remember it was.

    Looking at the code I can find I think Scu is right, this is the code I have here but I know its pretty shit as I could never got it working correctly. Although I believe that is due to localX and localY in the mask itself.

    mts.mts.

    Code:
        public void forceMovement(final int finishX, final int finishY, final int animId) {         int direction = 0; 
            if (player.getLocation().getX() < finishX) { 
                direction = 1; 
            } else if (player.getLocation().getX() > finishX) { 
                direction = 3; 
            } 
            if (player.getLocation().getY() < finishY) { 
                direction = 0; 
            } else if (player.getLocation().getY() > finishY) { 
                direction = 2; 
            } 
            player.forceWalk1 = player.forceWalk2 = Location.create(finishX, finishY, player.getLocation().getZ()); 
            double dis = player.getLocation().distance(player.forceWalk2); 
            final int delay = (int) (((dis / 2) * 600) + 600); 
            player.forceDirection = direction; 
            player.forceSpeed1 = 100; 
            player.forceSpeed2 = 0; 
            player.getUpdateFlags().flag(UpdateFlag.WALK); 
            player.forceAnimId = animId; 
            player.playAnimation(Animation.create(animId, -1)); 
            /* 
             * final int a = player.getAppearance().getStandAnim(); final int b = 
             * player.getAppearance().getWalkAnim(); final int c = 
             * player.getAppearance().getRunAnim(); 
             *  
             * player.getAppearance().setAnimations(animId,animId,animId); 
             * player.getUpdateFlags().flag(UpdateFlag.APPEARANCE); 
             */
            player.getActionSender().sendMessage("delay2: " + delay); 
      
            World.getWorld().submit(new Event(delay) { 
                @Override
                public void execute() { 
      
                    /* 
                     * player.getAppearance().setAnimations(a,b,c); 
                     * player.getUpdateFlags().flag(UpdateFlag.APPEARANCE); 
                     */
                    player.playAnimation(Animation.create(-1, 0)); 
                    player.setTeleportTarget(Location.create(finishX, finishY, player.getLocation().getZ())); 
                    player.forceAnimId = -1; 
                    this.stop(); 
                } 
      
            }); 
        }
    mts.mts.
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    i hate it when it hits your face
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  4. #4  
    Forcemovement mask..



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    Quote Originally Posted by Martin View Post
    Try contact Thomy from emps-scape he did a lot of research into this mask and had it working perfect, he gave me his work but I know its defenty not on this PC, I'll have a look on my other PC over the weekend, but your best bet is contacting him as he had it working PERFECT![/code]

    mts.mts.
    its in rs2-server PERFECT and the packet structure hasnt changed from 317 to 474 afaik?

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  5. #5  
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    so I should be using this, instead of stand/walk anims??
    Code:
    player.getUpdateFlags().sendAnimation(animId);
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  6. #6  
    Forcemovement mask..



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    yes, the force movement mask isnt used for stuff like balancing over logs (thats just adding to the walking queue and setting their walk anims)

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  7. #7  
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    Quote Originally Posted by Scu11 View Post
    yes, the force movement mask isnt used for stuff like balancing over logs (thats just adding to the walking queue and setting their walk anims)
    is there anyway to tell when it should be done by adding to walking queue and when its the force movement mask??
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  8. #8  
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    Quote Originally Posted by Scu11 View Post
    yes, the force movement mask isnt used for stuff like balancing over logs (thats just adding to the walking queue and setting their walk anims)
    its used for certain parts of agility, when I said perfect I was referring to the agility aspect of getting the forcemovement mask working correctly, as for a considerable amount of animations using the walking queue just looks plain wrong.
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  9. #9  
    Forcemovement mask..



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    Quote Originally Posted by Martin View Post
    its used for certain parts of agility
    i know it is thats why i did use it for certain parts of agility in my server lol

    Quote Originally Posted by Martin View Post
    when I said perfect I was referring to the agility aspect of getting the forcemovement mask working correctly, as for a considerable amount of animations using the walking queue just looks plain wrong.
    i know what you referring to, i am referring to the same thing, in rs2-server the obstacles that required the use of the forcemovement mask were perfect because they used values I dumped from RS

    Quote Originally Posted by mige5 View Post
    is there anyway to tell when it should be done by adding to walking queue and when its the force movement mask??
    yeah go on rs and check if the force movement mask is sent to ur client when u climb over the object lol

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  10. #10  
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    I'll be checking out your agility so!
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    Scar says:
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