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AOs in the C:SI HUDs
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Shindo Otsuka
Sat Apr 12 2008, 08:24AM
Registered Member #823
Joined: Sun Jan 27 2008, 07:04PM
Posts: 132
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Let's have a play date with our swords! >:D

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Extisia Portsmouth
Fri Aug 22 2008, 02:09PM

Registered Member #1982
Joined: Tue Aug 19 2008, 04:24PM
Posts: 4
Perhaps by offering a modded version of the ZHAO-II open source AO or something similar?

In ZHAO-II-Core 7/29.1 (and perhaps earlier versions) there was an area that specifically defined UUIDs of animations which the script would NOT override.

According to the comments in the script, there are memory constraints, and it appears that in the most recent version this section was removed.

However, perhaps a streamlined and weapon-specific approach might work. I don't know, I'm not a scripter, just a tinkerer when things annoy me lol.

(I've been trying to solve my own issues with my AO stands conflicting with crouch/block animations for some reason. I am in the pro-aesthetics crowd when it comes to all this ;p )

Edit: On second thought, channel-messages lowering the priority of AO-driven animations would certainly be more efficient, though perhaps too delayed for the fast-pace of combat?

[ Edited Fri Aug 22 2008, 02:12PM ]
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