SolvedCustom enemy not loading

Posts 1–10 of 10 · Page 1 of 1
Custom enemy not loading
The odd part is, Regular Archdemon Malphis works and Deux, but not my version( just trying to get the textured loaded in before adding all custom stuff). The behavior is working ok, but cannot see anything no sprite or bullets at all on the client

*EDIT
The texture on Archdemon Malphis is the default texture for regular Archdemon


 
Dat1Code

<Object type="0x090a132" id="Archdemon Malphas Void">
<Group>Demons</Group>
<Enemy/>
<Class>Character</Class>
<Flying/>
<Quest/>
<God/>
<StasisImmune/>
<AnimatedTexture>
<File>chars16x16dEncounters</File>
<Index>0</Index>
</AnimatedTexture>
<HitSound>monster/demons_hit</HitSound>
<DeathSound>monster/demons_death</DeathSound>
<MaxHitPoints>10000</MaxHitPoints>
<Size>100</Size>
<Defense>20</Defense>
<XpMult>0.7</XpMult>
<Projectile id="0">
<ObjectId>White Bullet</ObjectId>
<Speed>75</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>1500</LifetimeMS>
<ArmorPiercing/>
<MultiHit/>
</Projectile>
<Projectile id="2">
<ObjectId>Silver Shield</ObjectId>
<Speed>42</Speed>
<Damage>65</Damage>
<Size>65</Size>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="4">Weak</ConditionEffect>
</Projectile>
<Projectile id="3">
<ObjectId>White Bullet</ObjectId>
<Speed>40</Speed>
<Damage>150</Damage>
<Size>150</Size>
<LifetimeMS>4000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="4">
<ObjectId>Silver Shield</ObjectId>
<Speed>60</Speed>
<Damage>110</Damage>
<Size>120</Size>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="4">Weak</ConditionEffect>
</Projectile>
<DisplayId>{abyssOfDemons.Archdemon_Malphas}</DisplayId>
</Object>


 
112_Ghost Ship (Client Code)

<Object type="0x090a132" id="Archdemon Malphas Void">
<Group>Demons</Group>
<Enemy/>
<Class>Character</Class>
<Flying/>
<Quest/>
<God/>
<StasisImmune/>
<AnimatedTexture>
<File>chars16x16dEncounters</File>
<Index>0</Index>
</AnimatedTexture>
<HitSound>monster/demons_hit</HitSound>
<DeathSound>monster/demons_death</DeathSound>
<MaxHitPoints>10000</MaxHitPoints>
<Size>100</Size>
<Defense>20</Defense>
<XpMult>0.7</XpMult>
<Projectile id="0">
<ObjectId>White Bullet</ObjectId>
<Speed>75</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>1500</LifetimeMS>
<ArmorPiercing/>
<MultiHit/>
</Projectile>
<Projectile id="2">
<ObjectId>Silver Shield</ObjectId>
<Speed>42</Speed>
<Damage>65</Damage>
<Size>65</Size>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="4">Weak</ConditionEffect>
</Projectile>
<Projectile id="3">
<ObjectId>White Bullet</ObjectId>
<Speed>40</Speed>
<Damage>150</Damage>
<Size>150</Size>
<LifetimeMS>4000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="4">
<ObjectId>Silver Shield</ObjectId>
<Speed>60</Speed>
<Damage>110</Damage>
<Size>120</Size>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="4">Weak</ConditionEffect>
</Projectile>
<DisplayId>{abyssOfDemons.Archdemon_Malphas}</DisplayId>
</Object>

what client are u using

+ why do i see two object type
Quote Originally Posted by Demon View Post
what client are u using

+ why do i see two object type
The second Object head was accidental, and I'm using FSOD
Quote Originally Posted by garyman12 View Post
The second Object head was accidental, and I'm using FSOD
112_ghostship? i thought ghostship was 1
Quote Originally Posted by Demon View Post
112_ghostship? i thought ghostship was 1
112_kabam****tmg.assets.EmbeddedData_GhostShipCXML .bin
Quote Originally Posted by garyman12 View Post
112_kabam****tmg.assets.EmbeddedData_GhostShipCXML .bin
then u are probably using a different client

if ur as3 try finding ObjectCXML
Quote Originally Posted by Demon View Post
then u are probably using a different client

if ur as3 try finding ObjectCXML
if you can't help the guy, please stop post-farming and don't try, you will just confuse him further. he linked a .bin file, he obviously is using a compiled client with no source, and it's perfectly fine to put a monster in the ghost ship's xml, although somewhat messy, but it'll still work.

as for @garyman12, the id of the object (malphas) is quite high, try setting values <50k (in decimal, then convert back to hex)
Quote Originally Posted by FlutterM4rk View Post
if you can't help the guy, please stop post-farming and don't try, you will just confuse him further. he linked a .bin file, he obviously is using a compiled client with no source, and it's perfectly fine to put a monster in the ghost ship's xml, although somewhat messy, but it'll still work.

as for @garyman12, the id of the object (malphas) is quite high, try setting values <50k (in decimal, then convert back to hex)
:/, i could-care less about post-count

only think that i like are thankscount and rep count

+ i don;t know why u are so mad about someone trying to help someone, at least its better trying to help than not trying at all.

i thought his object type was fine cause i myself have done huge amount of numbers
Quote Originally Posted by Demon View Post
:/, i could-care less about post-count

only think that i like are thankscount and rep count

+ i don;t know why u are so mad about someone trying to help someone, at least its better trying to help than not trying at all.

i thought his object type was fine cause i myself have done huge amount of numbers
as i said, my problem is with you giving him false information making him waste his time. and to get to your point, it is infinitely worse to give bad advice than no advice.
Quote Originally Posted by FlutterM4rk View Post
if you can't help the guy, please stop post-farming and don't try, you will just confuse him further. he linked a .bin file, he obviously is using a compiled client with no source, and it's perfectly fine to put a monster in the ghost ship's xml, although somewhat messy, but it'll still work.

as for @garyman12, the id of the object (malphas) is quite high, try setting values <50k (in decimal, then convert back to hex)
Thank you Flutter, changing the ID worked! +1 for you
Posts 1–10 of 10 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us