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How do you get rid of animations/character freezes

 
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Nvr22
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Joined: 02 May 2012
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PostPosted: Wed May 02, 2012 6:35 pm    Post subject: How do you get rid of animations/character freezes Reply with quote

I've searched and haven't found anything on this as far as I could tell so I decided to post.

The problem I've run into is that whenever I go into another form my character freezes in place during the animation runs.
However this takes around 1.7 seconds which is quite a bit of time in which I can't do anything, the buttons will be unresponsive and my movement halted.
Even if I'm in the air when I use it, it will stop me in mid air at my x y z cord and drop me to the ground at that exact position.

I've found the x y z values and checked read/write to see if anything was modifying it or if something showed up with no luck.
I also found the value that records button presses read/write to see if there was a code that specifically froze that, again to no avail.
So what I'm looking for is essentially any other method of recognizing the code I need to 90- since I use auto assembly as I have no idea how to Loo-ah.

I really don't want to test everything manually (skipping calls with jmps and nop-ing things) as if I change too much the game crashes over and over again.


Last edited by Nvr22 on Thu May 03, 2012 8:08 pm; edited 3 times in total
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661089799107
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Joined: 25 Jan 2009
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PostPosted: Wed May 02, 2012 7:13 pm    Post subject: Reply with quote

If you haven't already you should set CE to use kernel routines. Which are under Edit->Settings->Extra, and then check the first three boxes.

Also under Debugger options check "Try to prevent detection of the debugger", or use the kernel mode debugger. This should make the game not crash.

I didn't I fully understand your question. Is this a "channel" effect for the spell?
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Nvr22
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PostPosted: Wed May 02, 2012 7:27 pm    Post subject: Reply with quote

The game isn't crashing from it being checked, it's simply when I edit certain things (set them to 90 or nop or sometimes even minor edits) it will crash which I believe is normal but I'll go ahead use kernel routines anyway just in case.

To make it clearer it's 2 animations, 1 that's relevant that doesn't alter movement or button presses and another that's simply him raising his hands into the air.
The one where he raises his hands is irrelevant and stops all movement.
It couldn't really be called a channel spell as there's no timer or clock counting down or visual aid of any kind.

It's like the delay when a druid transforms into a bear.
There for no real reason but there none the less.

Essentially what I want to do is cut the trigger for the animation so it doesn't play.
So while I'd still transform, I wouldn't be rendered helpless while I'm waiting for the pointless animation to end.
But I couldn't identify the string with any of the methods I used (stated in the OP)
So I'm here to see if anyone knows of a way to recognize the line that triggers the animation without having to manually sift through calls.
Or anything that might work.
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Nvr22
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PostPosted: Fri May 04, 2012 10:23 pm    Post subject: Reply with quote

Since there hasn't been an update yet I guess I'll attempt to summarize my plight.

Essentially something is blocking my character from moving, I'm assuming its an animation, but I have no idea how to unblock it or how to find the animations trigger so I can stop it (90/nop, or jmp past it)
Everything I've tried has failed, hence why I'm here.
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