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[GUIDE] Monsters For Interlude (Attack Effect+Sound)


MrRees

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this guide will go over how to create monsters PROPERLY with attack effect and sound

 

if you dont know how already, this is how you export sounds using utpt

b3edbebd6b.png

 

 

test out the sound first. after you found the suitable sound effect, export as wav to where ever751b918b81.png

 

for some reason its kinda buggy when you export it, will end up without an extension at first. add .wav at the end

16828dfaca.jpg6e123f167c.jpg

 

this is really important that you do this for textures! especially if they are rgb8! compress as dxt3. dxt1 for icons.

48de5509fb.jpg

 

set lod to 0.1 for a higher quality model (especially when zoomed)

67a5470088.png

 

set yaw to 49152 (will make it face the right direction in game)

75214a190a.png

 

translation z will bring it closer to the ground. higher the value the lower the model is. correct positioning with collision height in server too.

7233204fda.png

 

**ALWAYS KEEP A BACKUP COPY. ADD THE ATTACK EFFECT AT THE VERY LAST, BECAUSE YOU CANT OPEN IT AGAIN AFTERWARDS!**

**yes i know i did it before, but usually that is the final process. also i know the sound on the video is kinda buggy, also i ran into technical difficulties on mob ai on local server**

 

Scripts

AnimNotify_AttackItem : 
class AnimNotify_AttackItem extends AnimNotify
	native;

AnimNotify_AttackPreShot :
class AnimNotify_AttackPreShot extends AnimNotify
	native;

AnimNotify_AttackShot :
class AnimNotify_AttackShot extends AnimNotify
	native;

var() int TargetIndex;

press this to save when you did all of them

c03bc38b5f.png

 

https://www.youtube.com/watch?v=gvq_sX0w7dg

 

RESOURCES

umodel

export script =

umodel -export -all LineageMonstersTex5.utx 

unreal

bae01584ec.jpg

UTPT

Env maps

DEMO UKX

200    LineageMonster.serpent_slave    moob.scapegoat_m00    0                        0            2    4416    9                                                                                                    1.58181822    0        3    ItemSound.sword_big_9    ItemSound.spear_2    ItemSound.sword_mid_9    5    MonSound.Hit_normal_3    MonSound.Hit_Shell_3    ItemSound.shield_bone_1    MonSound.Hit_Metal_clang_11    MonSound.Hit_Wet_3    3    MonSound.serpent_slave_dmg_1    MonSound.serpent_slave_dmg_2    MonSound.serpent_slave_dmg_3    0            1    0                    LineageEffect.p_u002_a    0    50.00000000    250.00000000    70.00000000    0    1
**it would be great if someone can provide portuguese translations underneath the original text!**

Scripts

AnimNotify_AttackItem : 
class AnimNotify_AttackItem extends AnimNotify
	native;

AnimNotify_AttackPreShot :
class AnimNotify_AttackPreShot extends AnimNotify
	native;


AnimNotify_AttackShot :
class AnimNotify_AttackShot extends AnimNotify
	native;

var() int TargetIndex;
Editado por MrRees

Munch inside...

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Hello Rees,

Before even clicking on the topic I thought of translating =)

I will provide this, and thank you for the collaboration, a great Christmas present for the community!



Olá Res,

Antes mesmo de clicar no tópico pensei em traduzir =)

Eu vou fornecer isso, e obrigado pela colaboração, um grande presente de Natal para a comunidade!

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Hello Rees,
Before even clicking on the topic I thought of translating =)
I will provide this, and thank you for the collaboration, a great Christmas present for the community!
Olá Res,
Antes mesmo de clicar no tópico pensei em traduzir =)
Eu vou fornecer isso, e obrigado pela colaboração, um grande presente de Natal para a comunidade!

 

Seria excelente '-'

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} else if (cond == 13) htmltext = "30626-12.htm"; else if (cond == 14) { htmltext = "30626-13.htm"; takeItems(player, BLOOD_OF_LIZARDMAN, -1); takeItems(player, CRESCENT_MOON_BOW, 1); takeItems(player, TALISMAN_OF_KADESH, 1); giveItems(player, MARK_OF_SAGITTARIUS, 1); rewardExpAndSp(player, 54726, 20250); player.broadcastPacket(new SocialAction(player, 3)); playSound(player, SOUND_FINISH); st.exitQuest(false); } break; case SIR_ARON_TANFORD: if (cond == 2) htmltext = "30653-01.htm"; else if (cond > 2) htmltext = "30653-03.htm"; break; case VOKIAN: if (cond == 5) htmltext = "30514-01.htm"; else if (cond == 6) htmltext = "30514-03.htm"; else if (cond == 7) { htmltext = "30514-04.htm"; st.setCond(8); playSound(player, SOUND_MIDDLE); takeItems(player, TALISMAN_OF_SNAKE, 1); } else if (cond > 7) htmltext = "30514-05.htm"; break; case GAUEN: if (cond == 9) { htmltext = "30717-01.htm"; st.setCond(10); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_3, 1); } else if (cond == 10) htmltext = "30717-03.htm"; else if (cond == 11) { htmltext = "30717-02.htm"; st.setCond(12); playSound(player, SOUND_MIDDLE); takeItems(player, MANASHEN_HORN, 1); takeItems(player, MITHRIL_CLIP, 1); takeItems(player, REINFORCED_BOWSTRING, 1); takeItems(player, STAKATO_CHITIN, 1); giveItems(player, CRESCENT_MOON_BOW, 1); giveItems(player, WOODEN_ARROW, 10); } else if (cond > 11) htmltext = "30717-04.htm"; break; } break; case COMPLETED: htmltext = getAlreadyCompletedMsg(); break; } return htmltext; } @Override public void onMyDying(Npc npc, Creature killer) { final Player player = killer.getActingPlayer(); final QuestState st = checkPlayerState(player, npc, QuestStatus.STARTED); if (st == null) return; switch (npc.getNpcId()) { case ANT: case ANT_CAPTAIN: case ANT_OVERSEER: case ANT_RECRUIT: case ANT_PATROL: case ANT_GUARD: case NOBLE_ANT: case NOBLE_ANT_LEADER: if (st.getCond() == 3 && dropItems(player, HUNTER_RUNE_1, 1, 10, 500000)) st.setCond(4); break; case BREKA_ORC_SHAMAN: case BREKA_ORC_OVERLORD: if (st.getCond() == 6 && dropItems(player, HUNTER_RUNE_2, 1, 10, 500000)) { st.setCond(7); giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
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