Dual Daggers (on the right tracks?)

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  1. #1
    Account Upgraded | Title Enabled! Hymn is offline
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    Dual Daggers (on the right tracks?)

    In the woman/man.mrs, there are the animation files for all weapons currently existing in the game, including dual daggers, or called daggerx2 in this case. Here is a list of files related to dual daggers (and after, a list of regular dagger animations, just so you can see the difference)

    Movements
    Idle: woman_2hdagger_idle.elu
    Jump Attack : woman_2hdagger_attack_jump.elu
    Land: woman_2hdagger_jump_down.elu
    Jump: woman_2hdagger_jump_up.elu
    Walking Forward: woman_2hdagger_run.elu
    Walking Backward: woman_2hdagger_run_back.elu

    Slash Command Emotions
    Emotion: woman_2hdagger_bow.elu
    Emotion: woman_2hdagger_cry.elu
    Emotion: woman_2hdagger_laugh.elu
    Emotion: woman_2hdagger_taunt.elu
    Emotion: woman_2hdagger_uppercut.elu
    Emotion: woman_2hdagger_wave.elu

    Blocking???
    Block Start: woman_2hdagger_guard_start.elu
    Block End: woman_2hdagger_guard_cancel.elu

    Switch To: woman_2hdagger_load.elu

    Stab 1:
    woman_2hdagger_standshot_1.elu
    woman_2hdagger_standshot_1_return.elu

    Stab 2:
    woman_2hdagger_standshot_2.elu

    From this we can decipher that, dual daggers were indeed complete and ready to use, but are not linked up correctly like the rest of the weapons. Well, funny thing, your model.mrs, more specifically weapon.xml, has the ability to ADD animations to pre existing base models. For some reason or another, they give you an example of this:

    Code:
            <AddBaseModel name="dagger00" filename="model/weapon/dagger/dagger01.elu" />
            <AddAnimation name="idle"     filename="model/weapon/dagger/dagger01_idle.elu.ani" motion_type="0" motion_loop_type="lastframe" />
            <AddAnimation name="load"     filename="model/weapon/dagger/dagger01_load.elu.ani" motion_type="0" motion_loop_type="lastframe" />
            <AddAnimation name="attack"   filename="model/weapon/dagger/dagger01_attack.elu.ani" motion_type="0" motion_loop_type="lastframe" />
    An unused model, but it still effectively shows how addanimation works. Now, the real problem is

    1. Does it work? I haven't tested it really, and I'm sure someone else has, and I'm pretty sure this is how BBGunZ did it, but I think some of the animations listed are... non existent?
    2. if it DOES work, what are the names of all the separate animations? All we have to work with is idle, load, and attack, but that gives you a vital clue of course, its in the file name.


    So, what would the patch look like? It would have to have several of those addanimation commands, does anyone have extensive information on this?


  2. #2
    Reverse Engineer ThievingSix is offline
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    Mar 2007 Join Date
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    901Posts

    Re: Dual Daggers (on the right tracks?)

    Quote Originally Posted by Hymn View Post
    In the woman/man.mrs, there are the animation files for all weapons currently existing in the game, including dual daggers, or called daggerx2 in this case. Here is a list of files related to dual daggers (and after, a list of regular dagger animations, just so you can see the difference)

    Movements
    Idle: woman_2hdagger_idle.elu
    Jump Attack : woman_2hdagger_attack_jump.elu
    Land: woman_2hdagger_jump_down.elu
    Jump: woman_2hdagger_jump_up.elu
    Walking Forward: woman_2hdagger_run.elu
    Walking Backward: woman_2hdagger_run_back.elu

    Slash Command Emotions
    Emotion: woman_2hdagger_bow.elu
    Emotion: woman_2hdagger_cry.elu
    Emotion: woman_2hdagger_laugh.elu
    Emotion: woman_2hdagger_taunt.elu
    Emotion: woman_2hdagger_uppercut.elu
    Emotion: woman_2hdagger_wave.elu

    Blocking???
    Block Start: woman_2hdagger_guard_start.elu
    Block End: woman_2hdagger_guard_cancel.elu

    Switch To: woman_2hdagger_load.elu

    Stab 1:
    woman_2hdagger_standshot_1.elu
    woman_2hdagger_standshot_1_return.elu

    Stab 2:
    woman_2hdagger_standshot_2.elu

    From this we can decipher that, dual daggers were indeed complete and ready to use, but are not linked up correctly like the rest of the weapons. Well, funny thing, your model.mrs, more specifically weapon.xml, has the ability to ADD animations to pre existing base models. For some reason or another, they give you an example of this:

    Code:
            <AddBaseModel name="dagger00" filename="model/weapon/dagger/dagger01.elu" />
            <AddAnimation name="idle"     filename="model/weapon/dagger/dagger01_idle.elu.ani" motion_type="0" motion_loop_type="lastframe" />
            <AddAnimation name="load"     filename="model/weapon/dagger/dagger01_load.elu.ani" motion_type="0" motion_loop_type="lastframe" />
            <AddAnimation name="attack"   filename="model/weapon/dagger/dagger01_attack.elu.ani" motion_type="0" motion_loop_type="lastframe" />
    An unused model, but it still effectively shows how addanimation works. Now, the real problem is

    1. Does it work? I haven't tested it really, and I'm sure someone else has, and I'm pretty sure this is how BBGunZ did it, but I think some of the animations listed are... non existent?
    2. if it DOES work, what are the names of all the separate animations? All we have to work with is idle, load, and attack, but that gives you a vital clue of course, its in the file name.


    So, what would the patch look like? It would have to have several of those addanimation commands, does anyone have extensive information on this?
    Actually BBGunz edited the client directly to change the calls of dual daggers.

  3. #3
    Alpha Member WGFreak is offline
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    Re: Dual Daggers (on the right tracks?)

    You need to edit the client and make the dual dagger calls to a meele weapon instead of a gun weapon. Thats a big hint right there.

  4. #4
    GunZ messiah peaceofpi is offline
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    Nov 2006 Join Date
    333Posts

    Re: Dual Daggers (on the right tracks?)

    Hm, that explains why most/all the attack animations are replaced with the rifle stance.

  5. #5
    Account Upgraded | Title Enabled! Hymn is offline
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    Re: Dual Daggers (on the right tracks?)

    Quote Originally Posted by ThievingSix View Post
    Actually BBGunz edited the client directly to change the calls of dual daggers.
    Hmm lol. Well i dun understand why you never got the walking stab working, I can swear to whatever god you happen to worship that I've had a client that they worked on, WAAAAY back on igunz. Perhaps before the client was encrypted?

  6. #6
    Valued Member sexgirl is offline
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    Re: Dual Daggers (on the right tracks?)

    but how should i edit it? hex edit, asm,....?

  7. #7
    Account Upgraded | Title Enabled! sexy fire slash is offline
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    Re: Dual Daggers (on the right tracks?)

    Use ollydbg i dunno how to edit with it but people have done it.

  8. #8
    Alpha Member WGFreak is offline
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    Re: Dual Daggers (on the right tracks?)

    Quote Originally Posted by Hymn View Post
    Hmm lol. Well i dun understand why you never got the walking stab working, I can swear to whatever god you happen to worship that I've had a client that they worked on, WAAAAY back on igunz. Perhaps before the client was encrypted?
    Because BB used the call of sword for Dual daggers. Thats why when u slice, u walking.



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