<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->As for the animation: I completely copied your `stun-code`, so it's no surprise that it has the same bug.
What happens if you outcomment these lines? Does it just solve the problem, or does it cause nobody to play the afraid animation anymore? Because that's not supposed to happen either.
[/quote]A valid concern, but the only NPC that regularly has the LAi_poor type is "Henry", the beggar in Redmond. I don't think that it matters if he can stand up and cower, but to make things perfect one could disable the cower ability only for chr who have the "stuntime" attribute:
if(chr.chr_ai.tmpl != LAI_TMPL_ANI && !CheckAttribute(chr,"stuntime")) // ccc stunned chr shall not cower
{
LAi_tmpl_ani_PlayAnimation(chr, "afraid", -1.0);
LAi_SetAfraidDead(chr);
}
As for the metallic swordsounds during fistfighting, I fear we can't do much. As Inez has uncovered the animations are in resourceanimationman.ani, and the sounds for the attack moves are defined there as well. But it's no `c-code`, and I wouldn't mess with it. Maybe one could use some loud hitting sound or yell to drown out the metalsword sounds.
BTW, fighting with monkeys also sounds like metal on metal. So if it's o.k. with monkeys it should be o.k. with fists as well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
The "rearming" procedure for disarmed NPCs can be done easily. If you disarm a chr by means of "RemoveCharacterEquip" only he will keep his sword in his inventory.
The file characterscharacters_login.c runs whenever a character is being put into a reloading location. If we insert following procedure into the "LoginCharacter" function...
LAi_CharacterLogoff(chr);
}
}
// ccc special weapons, rearm disarmed chr
if(GetCharacterEquipByGroup(chr, BLADE_ITEM_TYPE)=="" && FindCharacterItemByGroup(chr, BLADE_ITEM_TYPE) != "")
{
EquipCharacterByItem(chr, FindCharacterItemByGroup(chr, BLADE_ITEM_TYPE))
}
// ccc end
}
...it will rearm a chr if he has a blade inventorized but not equipped. So disarmed people will stay weaponless as long as the players stays in the location, but if he leaves and returns later they will have "fetched their spare sword" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
Alan, yes, at least some of the ladders should be employed. If i make new locatorfile i'll have an eye on them. BTW, I have at least the locatorfiles for the forts finished? Can you use them for your work?