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was it difficult to remove them or something?We managed to get rid of them, so certainly they can be put back again as well.
But I'm not sure how right now and don't have time to look it up...
It was just a long time ago, I didn't do it, the code has changed a lot since then and I haven't looked at it in ages.was it difficult to remove them or something?
LEnc_MonstersLoginObject.current = "skeleton";
//cccOA1 skeletons replaced at several locations
switch(location.type)
{
case "dungeon":
// if(sti(LEnc_MonstersLoginObject.isskel)) // CCC Enable skeletons in dungeon -->
// {
// modelInfo.model = "Skeletons";
// }
// else
// {
modelInfo.model = "Smugglers";
modelInfo.nation = PIRATE;
// }
modelInfo.iscombat = true;
break;
i tried this out with no success:This part of "PROGRAM\LandEncounters\LEnc_monsters.c" looks promising:I don't know where 'LEnc_MonstersLoginObject.isskel' is set, though. The easiest thing to try would be to remove the "//" from all lines between 'case "dungeon"' and 'modelInfo.iscombat = true;' and see if that brings the skeletons back. (Do not remove it from '//cccOA1 skeletons replaced at several locations' or the game will break.)Code:LEnc_MonstersLoginObject.current = "skeleton"; //cccOA1 skeletons replaced at several locations switch(location.type) { case "dungeon": // if(sti(LEnc_MonstersLoginObject.isskel)) // CCC Enable skeletons in dungeon --> // { // modelInfo.model = "Skeletons"; // } // else // { modelInfo.model = "Smugglers"; modelInfo.nation = PIRATE; // } modelInfo.iscombat = true; break;
LEnc_MonstersLoginObject.current = "skeleton";
//cccOA1 skeletons replaced at several locations
switch(location.type)
{
case "dungeon":
if(sti(LEnc_MonstersLoginObject.isskel)) // CCC Enable skeletons in dungeon -->
{
modelInfo.model = "Skeletons";
}
else
{
modelInfo.model = "Smugglers";
modelInfo.nation = PIRATE;
}
modelInfo.iscombat = true;
break;
Just for the sake of it, try replacing it with:i tried this out with no success:Code:LEnc_MonstersLoginObject.current = "skeleton"; //cccOA1 skeletons replaced at several locations switch(location.type) { case "dungeon": if(sti(LEnc_MonstersLoginObject.isskel)) // CCC Enable skeletons in dungeon --> { modelInfo.model = "Skeletons"; } else { modelInfo.model = "Smugglers"; modelInfo.nation = PIRATE; } modelInfo.iscombat = true; break;
LEnc_MonstersLoginObject.current = "skeleton";
//cccOA1 skeletons replaced at several locations
switch(location.type)
{
case "dungeon":
modelInfo.model = "Skeletons";
modelInfo.iscombat = true;
break;
Nice! you seem to have cracked the code. the Skeletons now appear including the cursed Captain model which is a bit goofy since they sound like normal humans. But besides that its working normal.Just for the sake of it, try replacing it with:
Code:LEnc_MonstersLoginObject.current = "skeleton"; //cccOA1 skeletons replaced at several locations switch(location.type) { case "dungeon": modelInfo.model = "Skeletons"; modelInfo.iscombat = true; break;
Bit of a hard hack, but if it works, it works. And if you're happy, you're happy.you seem to have cracked the code.
I'm a bit confused on which cursed "cap" model you mean.The sounds are fine for the normal skeletons but not for the cursed cap model.
That does make sense.The names don't bother me since these Skeletons were once Human so i guess they have names