wtf that must be new o.o
Ce ne sont que des gueux
thats odd i havnt noticed that and i was in that random yesterday. that random didnt work work for me -.- in fact quite a few dnt work in reflection :/
It's been like this for the past several days. Few posts about it.
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Well Iroki's ground animal detection is completely screwed now.
Though larger balloons may have made it easier to write a new detection.
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Well it can't just be a completely random number, there has to be a set of some sort. I'd say we should just upload information of the random when someone's in one.
The IDs of the animals are actually found by the npc's children IDs. I've made a post about it in the reflection forum.
However, the wireframe is smaller than what is being displayed. -.- There must be a scaling field somewhere in the NPC class.
I decided to put a little bit of work into this tonight, and I may have figured out how to figure out which animal is which without having to resort to model comparisons or anything silly like that. TriLeZ is on the right track, though the array in the NpcDefinition class is actually an array of "parents" instead of "children" (I probably labeled this poorly in the 578 client, too).
Essentially, you'll need to read the setting containing the index of the animal's parent (setting 531) and then use that value to grab the actual npc id from the npc's parents array. Then, you should be able to determine if that npc is the one you should be clicking on or not. Doing so will allow you guys to replace that mess of code in R_PrisonDetermineNPCToPop with a simple switch statement that maps the interface model id to the correct npc id.
edit: Since Nava2 said my post was hard to decipher, here are three easy steps to getting the animal's actual id:
- Grab setting 531.
- Use that value to index into the balloon animal's parents array.
- You now have the actual balloon animal id!!
Last edited by Method; 05-30-2011 at 07:46 PM.
:-)
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