Hi
Is there any way Fiddler can read the info from anim2 to anim5 when generating the AnimationList.xml?
I have added new anims to anim and anim2.mul, sorted the mobtypes.txt out etc but I have to load animation editor up, load anim 2 and brose the list just to get the anim number.
Search found 47 matches
- Sat Jun 21, 2014 8:15 am
- Forum: UOFiddler
- Topic: AnimationList.xml only reads anim.mul?
- Replies: 0
- Views: 4434
- Fri May 30, 2014 11:24 am
- Forum: Bug Reports & Feature Requests
- Topic: UltimaLive v.0.97
- Replies: 5
- Views: 6277
Re: UltimaLive v.0.97
That is awesome
- Fri Jul 30, 2010 10:32 pm
- Forum: General Help (095)
- Topic: .createnpc error
- Replies: 6
- Views: 6540
Re: .createnpc error
post part or all of your createnpc script?
- Thu Jun 24, 2010 5:10 am
- Forum: Current stable release (099)
- Topic: support kingdom reborn
- Replies: 17
- Views: 10821
Re: support kingdom reborn
I had a go at getting KR to work with POL99 but couldn't log in, could see the login hitting the server but never got anywhere.
I believe some have got it to work, maybe they could post a setup guide?
I believe some have got it to work, maybe they could post a setup guide?
- Wed May 12, 2010 7:35 am
- Forum: Scripting Help
- Topic: Maybe noob question
- Replies: 7
- Views: 4759
Re: Maybe noob question
Looking over some of my own itemdesc for weapons, could you not search on one of the following entries?
Speed
Damage
SkillId
Attribute
Some would apply to other files such as NPCdesc but you're specifically checking itemdesc.cfg's
Speed
Damage
SkillId
Attribute
Some would apply to other files such as NPCdesc but you're specifically checking itemdesc.cfg's
- Tue May 11, 2010 1:07 pm
- Forum: Scripting Help
- Topic: Maybe noob question
- Replies: 7
- Views: 4759
Re: Maybe noob question
Hate to break it to you, but its not real, none of it is tangable.
(But i see what you mean)
(But i see what you mean)
- Tue May 11, 2010 12:13 pm
- Forum: Scripting Help
- Topic: Maybe noob question
- Replies: 7
- Views: 4759
Re: Maybe noob question
Could .isa(POLCLASS_WEAPON) be used instead of searhing for a prop?
- Thu Apr 22, 2010 12:42 am
- Forum: General Discussion
- Topic: Leg armor layer question
- Replies: 0
- Views: 2032
Leg armor layer question
Does anyone know why EA/OSI altered platemail leg armor to use layer 4, the normal pants layer? Leg armor always used to be on layer 24. I;ve seen the post about something similar but people were pointing to non standard muls. I'm using edited muls but they orignally came from the Mondain's Legacy c...
- Tue Apr 20, 2010 12:21 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Just incase anyone else is wondering, with Tomi's help I managed to find a utility that extracted the multis from the verdata just fine. As this thread is for Turley's app, I wont post it here unless he says its ok to do so, but if anyone needs info on it, PM me.
- Sat Apr 17, 2010 7:08 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Cheers I'll try that. ALso on a similar note with Multis, is there a way to export a multi that was added to the verdata.mul file ages ago? Verdata doesnt seem to be read by UOF even when specified in the paths list. If i use the old InsideUO viewer, i can see the multis in the verdata file but only...
- Sat Apr 17, 2010 6:28 am
- Forum: Scripting Help
- Topic: Rideables animal
- Replies: 5
- Views: 4455
Re: Rideables animal
That's odd, it doesnt appear in my default muls, but i just checked the old avatarpatch verdata i have and its in there as a modified item, wierd
Mox, I'd go with what Tomi says over me, he has a lot more experience with POL
Mox, I'd go with what Tomi says over me, he has a lot more experience with POL
- Sat Apr 17, 2010 4:34 am
- Forum: Scripting Help
- Topic: Rideables animal
- Replies: 5
- Views: 4455
Re: Rideables animal
As I recall, it was a saddlebag graphic in the verdata added by the AvatarPatch team using the Iolo tool years ago
- Sat Apr 17, 2010 4:21 am
- Forum: Complete Worlds
- Topic: Icronic Scriptbase
- Replies: 21
- Views: 17017
Re: Icronic Scriptbase
When I download this, it error and the rar file is incomplete, anyone else have this same problem?
- Fri Apr 16, 2010 9:44 am
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Re: Doors
Just tried your script and it works fine, thanks again
- Tue Apr 13, 2010 2:59 pm
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Re: Doors
Cheers I will, for now I've found a door package from an older server I used to run that looks to do CWO wrote, but more lengthy, lol, but it worked right away on that problem door. If i can get CWO's working, i'll change it back as his looks more streamlined. If anyones interested here's the opendo...
- Tue Apr 13, 2010 1:23 pm
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Re: Doors
Ok, i just tested it and i makes the doors actually move (as in, coordinates): 1: Door closed 2: Door when opened...... 3: Door when dbl clicked again to close..... http://www.the-exodus.co.uk/images/doors.jpg It carries on moving up and across each time you use it and the door never auto closes aft...
- Sun Apr 11, 2010 2:37 am
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Re: Doors
use polsys; use os; use basicio; use uo; use cfgfile; ///////////////////////////////////////////////////////////////////////////// // // door.src - door doubleclick script, opens / closes doors // - autocloses still-open doors after 10 seconds // - plays open/close sounds // // TODO: paired doors ...
- Sat Apr 10, 2010 6:50 am
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Re: Doors
0x06af is a fullsize door that works fine 0x0870 is the half size version, the itemdesc entries are the same x/y as above but it goes crazy // // Doors // // Metal Doors // Door 0x0675 { xmod -1 ymod +1 script door doortype metal lockable 1 } Door 0x06D4 { xmod -1 ymod +1 script door doortype metal ...
- Fri Apr 09, 2010 2:42 am
- Forum: General Help (098)
- Topic: Doors
- Replies: 11
- Views: 9069
Doors
Just had a search through the forums and couldn't find anything on this, I've got an old door package and for some reason when i try and use the half size doors, ie stable doors, low fence doors) theyre fine when shut but then display a totally wrong opened door graphic, usually appearing 2 tiles aw...
- Fri Apr 09, 2010 12:52 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Just following on from this, if the nodraw does normally go under the mast, does it mean large multi mast boats aren't possible or doesnt it matter long as the nodraw is in the centre? UPDATE: Just tried to add 0x1 to the center of the boat, but it still says no invisble center item found when I sav...
- Wed Apr 07, 2010 12:23 pm
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Ok, so the nodraw is the invis item, which i assume is normally under the mast?
I'll do that cmd and try it as well
I'll do that cmd and try it as well
- Wed Apr 07, 2010 10:57 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Hi, I've been playing around with multis, taking it steady and starting with easy things, so I built an enormous boat, lol. It seems to work ok apart from the offsets for the gangplanks need setting correctly but when I save the multis it says "No invisible center item found do you wish to add ...
- Sat Mar 20, 2010 10:01 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Been playing around with it but items aren't stacking. I can't get them to stack after I've exported the tiledata to both server and client, am I missing something else, I've selected "Generic" which I read was the stackable prop but I just get the message "Could not add item to stack...
- Wed Mar 17, 2010 6:25 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178505
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Quick question about making items stackable I see there's a StackOff option in the tiledata section and that most items that are already stackable have a number > 0 in there, but the number varies. If I want to make something stackable and it's the StackOff box that does it, what number should I be ...
- Sat Jan 02, 2010 10:00 am
- Forum: General Help (098)
- Topic: Huge AR and hp/maxhp on armor
- Replies: 7
- Views: 7451
Re: Huge AR and hp/maxhp on armor
Sorry, didn't mean to say just quality but AR/HP, the quality line in the change log sent me off on the wrong thing, lol The top shield is created using .create and is as it should be in both 097 and 098. The bottom one was crafted in 098 As you can see the Quality, HP and AR are hugely multiplied o...