True working dualdaggers

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  1. #1
    TBF Guru jetman82 is offline
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    True working dualdaggers

    So I've noticed servers that have dualdaggers still have the crapy version of them. you can't move, which basically defeats the purpose of having dualdaggers. So, here's the fix for that.

    ZCharacterObject.h:

    Find this:
    ZC_STATE_UPPER_SHOT,
    Add this above it:
    ZC_STATE_UPPER_ATTACK1,
    ZC_STATE_UPPER_ATTACK1_RET,
    ZC_STATE_UPPER_ATTACK2,
    ZCharacter.cpp:
    in this function
    static ZANIMATIONINFO g_AnimationInfoTableUpper[ZC_STATE_UPPER_END] = {
    find this:
    { "attackS" ,false ,false ,false ,false },
    Add this above it:
    { "attack1", false, false, true, false },
    { "attack1_ret", false, false, true, true },
    { "attack2", false, false, true, false },
    In ZCharacter::UpdateSpeed(), find this:
    if( (aniState_Lower == ZC_STATE_LOWER_ATTACK1) || (aniState_Lower == ZC_STATE_LOWER_ATTACK1_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK2) || (aniState_Lower == ZC_STATE_LOWER_ATTACK2_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK3) || (aniState_Lower == ZC_STATE_LOWER_ATTACK3_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK4) || (aniState_Lower == ZC_STATE_LOWER_ATTACK4_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK5) || (aniState_Lower == ZC_STATE_LOWER_JUMPATTACK) ||
    (m_AniState_Upper.Ref() == ZC_STATE_UPPER_SHOT))
    Replace with this:
    if( (aniState_Lower == ZC_STATE_LOWER_ATTACK1) || (aniState_Lower == ZC_STATE_LOWER_ATTACK1_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK2) || (aniState_Lower == ZC_STATE_LOWER_ATTACK2_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK3) || (aniState_Lower == ZC_STATE_LOWER_ATTACK3_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK4) || (aniState_Lower == ZC_STATE_LOWER_ATTACK4_RET) ||
    (aniState_Lower == ZC_STATE_LOWER_ATTACK5) || (aniState_Lower == ZC_STATE_LOWER_JUMPATTACK) ||
    (m_AniState_Upper.Ref() == ZC_STATE_UPPER_SHOT) || (m_AniState_Upper.Ref() == ZC_STATE_UPPER_ATTACK1) ||
    (m_AniState_Upper.Ref() == ZC_STATE_UPPER_ATTACK1_RET) || (m_AniState_Upper.Ref() == ZC_STATE_UPPER_ATTACK2))
    ZMyCharacter.cpp
    Find this function:
    ZMyCharacter::OnShotMelee
    Replace the information above the else statement near the top of the function with this:
    static int nShotCount = 0;
    static DWORD dwTime = timeGetTime();
    // ´Ü°Ë
    if (m_pVMesh->m_SelectWeaponMotionType == eq_wd_dagger ||
    m_pVMesh->m_SelectWeaponMotionType == eq_ws_dagger) { // dagger

    if (m_AniState_Upper.Ref() == ZC_STATE_UPPER_ATTACK1 || m_AniState_Upper.Ref() == ZC_STATE_UPPER_ATTACK2)
    return;

    if (m_bCharged/* || IsCounterAttackable()*/)
    {
    if (GetVelocity().z > 100.f || GetDistToFloor() > 80.f)
    JumpChargedShot();
    else
    ChargedShot();
    return;
    }
    if (m_pVMesh->m_SelectWeaponMotionType == eq_wd_dagger)
    {
    DWORD nCurrTime = timeGetTime();
    if (dwTime + 500 < nCurrTime)
    nShotCount = 0;

    if (GetDistToFloor() > 80.f)
    zStatus.m_bJumpShot = true;
    else
    {
    if (nShotCount == 0)
    {
    SetAnimationUpper(ZC_STATE_UPPER_ATTACK1);
    nShotCount++;
    }
    else
    {
    SetAnimationUpper(ZC_STATE_UPPER_ATTACK2);
    nShotCount--;
    }
    }
    dwTime = nCurrTime;
    }
    else
    {
    SetAnimationUpper(ZC_STATE_UPPER_ATTACK1);
    }
    uStatus.m_bWallJump = false;
    uStatus.m_bWallJump2 = false;
    zStatus.m_bEnterCharge = true;
    }
    In ZMyCharacter::ProcessShot(), find htis:
    ZC_STATE_UPPER_SHOT
    Replace with this:
    ZC_STATE_UPPER_ATTACK1
    In ZMyCharacter::OnUpdate, find this:
    if(uStatus.m_bPlayDone_upper) {
    if(m_AniState_Upper.Ref()==ZC_STATE_UPPER_SHOT)
    Replace with this:
    if(uStatus.m_bPlayDone_upper) {
    if(m_AniState_Upper.Ref()==ZC_STATE_UPPER_ATTACK1 || m_AniState_Upper.Ref()==ZC_STATE_UPPER_SHOT)
    ZGame.cpp:

    In SelectSlasheffectmotion, find this:
    if(lower == ZC_STATE_LOWER_ATTACK1) { nAdd = 0; }
    else if(lower == ZC_STATE_LOWER_ATTACK2){ nAdd = 1; }
    replace with this:
    if(lower == ZC_STATE_LOWER_ATTACK1 || upper == ZC_STATE_UPPER_ATTACK1) { nAdd = 0; }
    else if(lower == ZC_STATE_LOWER_ATTACK2 || upper == ZC_STATE_UPPER_ATTACK2) { nAdd = 1; }
    in filterdelayedcommand, find this:
    if(pChar!=m_pMyCharacter &&
    ( pChar->m_pVMesh->m_SelectWeaponMotionType==eq_wd_dagger ||
    pChar->m_pVMesh->m_SelectWeaponMotionType==eq_ws_dagger )) { // dagger
    pChar->SetAnimationUpper(ZC_STATE_UPPER_SHOT);
    }
    replace with this:
    if(pChar!=m_pMyCharacter &&
    ( pChar->m_pVMesh->m_SelectWeaponMotionType==eq_wd_dagger ||
    pChar->m_pVMesh->m_SelectWeaponMotionType==eq_ws_dagger )) { // dagger
    pChar->SetAnimationUpper(ZC_STATE_UPPER_ATTACK1);
    }
    ZGameInterface.cpp


    In ChangeWeapon, find this:
    || (pChar->GetStateUpper() == ZC_STATE_UPPER_SHOT && pChar->IsUpperPlayDone() == false
    add this under it:
    ||
    (pChar->GetStateUpper() == ZC_STATE_UPPER_ATTACK1 && pChar->IsUpperPlayDone() == false) ||
    (pChar->GetStateUpper() == ZC_STATE_UPPER_ATTACK2 && pChar->IsUpperPlayDone() == false))
    Man01/Woman01.xml

    Find "attacks" (Note, there's many, find the one for the dagger stab), and replace it with "attack1". Any problems feel free to let me know, although I hope people will try to convert it from 1.0 to 1.5 before asking for help, it's a very single conversion.


    ZMyCharacter.cpp (Optional):
    If you want the daggers to block, find the processguard function, find this:
    if(type!=MWT_KATANA && type!=MWT_DOUBLE_KATANA) return;
    replace with this:
    if(type!=MWT_KATANA && type!=MWT_DOUBLE_KATANA && type!=MWT_DUAL_DAGGER) return;
    Thanks to:
    Gunblade for showing me how static works
    Last edited by jetman82; 09-08-15 at 05:21 PM. Reason: Updated to 1.5 due to no one being able to convert it.


  2. #2
    Hakuna Matata bulli10 is offline
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    Re: True working dualdaggers

    Good job man i remember that Mocro gunz has the dual daggers but it wasnt 100% was work like i have seen in your video

  3. #3
    C:\ WizCoder is offline
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    Re: True working dualdaggers

    Release it for 1.5

  4. #4
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by WizCoder View Post
    Release it for 1.5
    The conversion is simple, anyone can do it lol. You just go where the stuff is put, and change the code to the correct one. The names are almost the same, it's mostly stuff needing .Ref()'s.

  5. #5
    Alpha Member Chrisss is offline
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    Re: True working dualdaggers

    Meaning you couldn't convert it yourself or are just being an arse to the people that cannot convert it.

  6. #6
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by Chrisss View Post
    Meaning you couldn't convert it yourself or are just being an arse to the people that cannot convert it.
    You're 100% wrong, I built it in 1.5 first and then redid it in 1.0, then released the 1.0 verion hoping to get people to stop people from just copy/pasting code and to actually dig in and figure out why something doesn't work, and learn how to fix it themselves. But since people are having such a hard time with this, i'll Update the main thread with the 1.5 version, which is literally just .Ref() additions to m_AniState_Upper, and zStatus/uStatus additions to a few places. Why didn't you change my code and release the 1.5 version hmm? You should know how easy it is, you've been coding longer than me.
    Last edited by jetman82; 09-08-15 at 05:26 PM.

  7. #7
    "I'm old, not obsolete" SKNeoDio is offline
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    Re: True working dualdaggers

    We had them working on DR once, before the previous 'owner' wiped out the whole server. It was Sulfin who coded them for us :)

  8. #8
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by NeoDio View Post
    We had them working on DR once, before the previous 'owner' wiped out the whole server. It was Sulfin who coded them for us :)
    Oh nice, I thought I was the first to ever do it lol. Darnit can't I be first for something cool, not just first for multifont selections? :(

  9. #9
    "I'm old, not obsolete" SKNeoDio is offline
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    Re: True working dualdaggers

    Quote Originally Posted by jetman82 View Post
    Oh nice, I thought I was the first to ever do it lol. Darnit can't I be first for something cool, not just first for multifont selections? :(
    If I knew you would feel that way, I wouldn't have posted it, I thought you knew... And, weren't you the first one to include emotes on Gunz?

  10. #10
    Account Upgraded | Title Enabled! Lib is offline
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    Re: True working dualdaggers

    Quote Originally Posted by NeoDio View Post
    If I knew you would feel that way, I wouldn't have posted it, I thought you knew... And, weren't you the first one to include emotes on Gunz?
    No he was not

  11. #11
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by NeoDio View Post
    If I knew you would feel that way, I wouldn't have posted it, I thought you knew... And, weren't you the first one to include emotes on Gunz?
    I'm just kidding about it lol, and nah I wasn't the first to do emoji's, although I'm the first to include multiple versions of emoji's via a gameoption.

  12. #12
    Alpha Member Chrisss is offline
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    Re: True working dualdaggers

    There is no need to post a non converted version and hoping for people to be able to do it themselves, this community isnt like it used to be, the remaining people here will just wait for a converted one and create begging threads for them.
    I'm greatful for the release even though I only check in here now and then, but barely anyone else is.

  13. #13
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by Chrisss View Post
    There is no need to post a non converted version and hoping for people to be able to do it themselves, this community isnt like it used to be, the remaining people here will just wait for a converted one and create begging threads for them.
    I'm greatful for the release even though I only check in here now and then, but barely anyone else is.
    Well, now the people that can't code can just copy/paste, i updated it to 1.5 (which like i said was super easy lol, just .ref() additions). This community definitely isn't what it used to be, devs have either quit or just gotten ridiculously lazy. That's why gunz is dead, the devs don't introduce anything new.

  14. #14
    Alpha Member Chrisss is offline
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    Re: True working dualdaggers

    Its not the Devs fault this community died, it died because nobody wanted to do/try anything themselves and were relying too much on Devs which made them lazy. I wouldn't wanna help anyone who doesn't wanna help themselves.

  15. #15
    TBF Guru jetman82 is offline
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    Re: True working dualdaggers

    Quote Originally Posted by Chrisss View Post
    Its not the Devs fault this community died, it died because nobody wanted to do/try anything themselves and were relying too much on Devs which made them lazy. I wouldn't wanna help anyone who doesn't wanna help themselves.
    I don't mean it died b/c of a lack of releases on here, i mean overall the community has dropped players (all servers), because developers rarely seem to do anything new. I mean, when was the CQ source released, and no one has bothered fixing it (gunblade being the closest to having it done, with me being behind him). That's more what I meant, that devs aren't trying anything new and amazing so the playercount across all servers keeps dropping.



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