| faire des unités qui peuvent être à pied ou monté (problème pour changer le model) | |
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Auteur | Message |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 12:53 | |
| COUCOU ! xD hum... ça fait un bout de temps, et je suis un peu rouillé.Je voudrais faire des unités assez polyvalente qui peuvent monter/descendre de chevaux, cela simplement en changeant le model de l'unité par celui d'une autre unité à cheval (lorsqu'on clique sur le bouton) ça marche à peut près le model change, mais les animation ne change pas (une fois à cheval le truc se déplace bizarement) j'ai utilisé un paysant du rohan (à qui l'on peut mettre la texture des cavaliers)qui une fois avec son épée, son bouclier et sa cape verte font une parfaite unité du rohan qui corespond parfaitement à un rohirim à pied - Spoiler:
Object RohanPeasant1 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_new56453 OkToChangeModelColor = Yes ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP DefaultModelConditionState Model = RUPsnt_1_SKN Skeleton = RUPsnt_1_SKL WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
ModelConditionState = MOUNTED Model = RURohrm_SKN Skeleton = RURohrm_SKL WeaponLaunchBone = PRIMARY PASSENGERBONE End
;;================== ANIMATIONS =================================================================
;;------------------ DYING -------------------------------------------------------------
AnimationState = PASSENGER Animation = FLLA AnimationName = RUPsnt_1_FLLA AnimationMode = LOOP End End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.7 0.7 AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = LNDA AnimationName = RUPsnt_1_LNDA AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = RUPsnt_1_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = RUPsnt_1_DIEB AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = RUPsnt_1_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End ; Animation = GTPB ; AnimationName = RUPsnt_1_GTPB ; AnimationMode = ONCE ; AnimationSpeedFactorRange = 1.5 1.5 ; End End AnimationState = STUNNED Animation = LNDA AnimationName = RUPsnt_1_LNDA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUPsnt_1_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
;;------------------ ATTACKING ---------------------------------------
AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = RUPsnt_1_ATKA AnimationMode = LOOP ; UseWeaponTiming = Yes End Animation AnimationName = RUPsnt_1_ATKB AnimationMode = LOOP ; UseWeaponTiming = Yes End End ;;------------------ MOVING ------------------------------------------ ;;===== BACKUP AnimationState = MOVING BACKING_UP Animation = BAKA AnimationName = RUPsnt_1_BAKA AnimationMode = LOOP End ; Animation = BAKB ; AnimationName = RUPsnt_1_BAKB ; AnimationMode = LOOP ; End ; Animation = BAKC ; AnimationName = RUPsnt_1_BAKC ; AnimationMode = LOOP ; End End
; OBSOLETE ; AnimationState = MOVING PANICKING ; Animation = RUNM ; AnimationName = RUPsnt_1_MFDA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; ;;ParticleSysBone = None InfantryDustTrails ; End AnimationState = MOVING WANDER Animation = WLKA AnimationName = RUPsnt_1_WLKA AnimationMode = LOOP End ; Animation = WLKE ; AnimationName = RUPsnt_1_WLKE ; AnimationMode = LOOP ; End ;;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = RUNA AnimationName = RUPsnt_1_RUNA AnimationMode = LOOP ; AnimationSpeedFactorRange = 0.8 0.8 End Animation = RUNC AnimationName = RUPsnt_1_RUNC AnimationMode = LOOP ; AnimationSpeedFactorRange = 0.8 0.8 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End ; WORKING AnimationState = ACTIVELY_CONSTRUCTING DEPLOYED ; building from too far to smack his hammer Animation = Stand AnimationName = RUPsnt_1_IDLA AnimationMode = LOOP End End
AnimationState = ACTIVELY_CONSTRUCTING Animation = WRKA AnimationName = RUPsnt_1_WRKA AnimationMode = ONCE End Animation = WRKD AnimationName = RUPsnt_1_WRKD AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;------------ HIT REACTION -----------------------------------------------------
AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = RUPsnt_1_HITA AnimationMode = ONCE End End
;;------------- EMOTIONS ---------------------------------------------
;;======== POINTING
AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RUPsnt_1_PNTA AnimationMode = LOOP AnimationSpeedFactorRange = 0.75 1.25 End End
;;======= TERROR AnimationState = EMOTION_AFRAID Animation = &&FEAR&& AnimationName = RUPsnt_1_FERA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = RUPsnt_1_TNTA AnimationMode = ONCE End Animation = TNTB AnimationName = RUPsnt_1_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = RUPsnt_1_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = RUPsnt_1_CHRB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT StateName = STATE_Alert Animation = &&ALERT&& AnimationName = RUPsnt_1_IDLA AnimationMode = LOOP End End ;;------------- SELECTED ---------------------------------------------
AnimationState = SELECTED StateName = STATE_Selected SimilarRestart = Yes Animation = ATNB AnimationName = RUPsnt_1_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end EndScript End
;;--------------- IDLE STATES ----------------------------------------------------------------- IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = RUPsnt_1_IDLA AnimationMode = ONCE AnimationPriority = 20 End
Animation = IDLC AnimationName = RUPsnt_1_IDLC AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLD AnimationName = RUPsnt_1_IDLD AnimationMode = ONCE AnimationPriority = 2 End
Animation = IDLE AnimationName = RUPsnt_1_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLF AnimationName = RUPsnt_1_IDLF AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = RUPsnt_1_IDLG AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end EndScript End ;---Transitions-------------------------------------
TransitionState = TRANS_SelectedToIdle Animation = ATNC AnimationName = RUPsnt_1_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.2 End End TransitionState = TRANS_IdleToSelected Animation = ATNA AnimationName = RUPsnt_1_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.2 End End
;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = PASSENGER WEAPONSET_TOGGLE_1 Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL WEAPONSET_TOGGLE_1 Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End
; This is the no-spawn-horse type of death AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 Animation = splatted AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = StandUp AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED WEAPONSET_TOGGLE_1 Animation = Land AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE End End ; Shooting whilst moving - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;--------------------------------------------------------------------------------------------------------- ;;======= BACKING UP AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 Animation = BACKING UP AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER WEAPONSET_TOGGLE_1 Animation = WLKA AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED WEAPONSET_TOGGLE_1 Animation = Moving_Engaged AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING WEAPONSET_TOGGLE_1 ; Animation = Walk1 ; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DECELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_DECL AnimationMode = LOOP AnimationSpeedFactorRange = 0.55 0.55 End Flags = RANDOMSTART End
AnimationState = MOVING WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
; Shooting with Fire Upgrade - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
; Shooting - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1 Animation = BetweenFiringShots AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = Apprehensive AnimationName = RURhrmArch_SKL.RURhrmArch_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = FERA AnimationName = RURhrmArch_SKL.RURhrmArch_FERA AnimationMode = LOOP End ; Animation = FERB ; AnimationName = RURhrmArch_SKL.RURhrmArch_FERB ; AnimationMode = LOOP ; End End
;;======= CELEBRATING ; This is what happens when Theo gives his rousing speech AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation = Taunting AnimationName = RURhrmArch_SKL.RURhrmArch_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURhrmArch_SKL.RURhrmArch_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1 Animation = Pointing1 AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 Animation = IDLA AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1 Animation = Reloading AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
; Swapping to bow ----- AnimationState = SWAPPING_TO_WEAPONSET_1 ; note - needs to go above any WEAPONSET_TOGGLE_1. StateName = State_PuttingSpearAway Animation AnimationName = RURohrm_SKL.RURohrm_WPNB ; putting spear away. AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.5 0.7 ; Needs to match one second. End Flags = START_FRAME_LAST End AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = State_Selected SimilarRestart = Yes Animation = AtAttention AnimationName = RURhrmArch_SKL.RURhrmArch_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1") end EndScript End ; Swapping to spear ----- AnimationState = SWAPPING_TO_WEAPONSET_2 StateName = State_PuttingBowAway Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA ; putting bow away. AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.6 ; Needs to match one second, approx. End End
; Idle AnimationState = WEAPONSET_TOGGLE_1 StateName = Idle Animation = IDLB AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1") end EndScript End TransitionState = TRANS_Idle_to_SelectedWEAPONSET1 Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_SpearAway_To_SelectedWEAPONSET1 ; get bow out Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_Selected_to_IdleWEAPONSET1 Animation = ATNC AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End TransitionState = TRANS_SpearAway_To_IdleWEAPONSET1 ; get bow out Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End
;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- IdleAnimationState StateName = Idle Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle") end EndScript End AnimationState = PASSENGER Animation = grabbed AnimationName = RURohrm_SKL.RURohrm_GBDA AnimationMode = LOOP End End ; --- stunned anims AnimationState = FREEFALL Animation = free fall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING DEATH_1 Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 100 End End
AnimationState = PARALYZED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = LOOP End End
AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = TrotAndFire AnimationName = RURohrm_SKL.RURohrm_ATRB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End
;;======= BACKING UP AnimationState = MOVING BACKING_UP Animation = BACKING UP AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End End AnimationState = TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED Animation = Moving_Engaged AnimationName = RURohrm_SKL.RURohrm_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING ; Animation = Walk1 ; AnimationName = RURohrm_SKL.RURohrm_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End
AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_ACCL AnimationMode = ONCE ; was LOOP End End
AnimationState = DECELERATE Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End End AnimationState = MOVING Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
;---------------------------------------------------------------------------------------------------------
; Standard attack with spear. AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA1 AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End End ;---------------------------------------------------------------------------------------------------------
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = RURohrm_SKL.RURohrm_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = RURohrm_SKL.RURohrm_FERA AnimationMode = LOOP End ;Animation = FERB ; AnimationName = RURohrm_SKL.RURohrm_FERB ; AnimationMode = LOOP ;End End
;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = RURohrm_SKL.RURohrm_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURohrm_SKL.RURohrm_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RURohrm_SKL.RURohrm_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT Animation = IDLA AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End End AnimationState = RAISING_FLAG Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED --------------------------------------------------------------- AnimationState = SELECTED StateName = State_Selected ; SimilarRestart = Yes Animation = AtAttention AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.6 1.0 End Flags = START_FRAME_LAST End TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End ; End ; Draw = W3DScriptedModelDraw DustEffects ; DefaultModelConditionState ; Model = None ; End ; IdleAnimationState ; End ; AnimationState = MOVING WADING ; ParticleSysBone = None FootstepSlash ; End ; AnimationState = MOVING ACCELERATE ; ParticleSysBone = None GenericSiegeTrailDust ; End ; AnimationState = MOVING DECELERATE ; ParticleSysBone = None GenericSiegeTrailDust ; End ; AnimationState = MOVING ; End ; End
END
End
;_______________mounted AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ToggleMountedEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted TriggeredBy = Upgrade_Pouvoir2 ;Upgrade_CreateAHeroToggleMounted End End AddModule Behavior = SpecialPowerModule ModuleTag_ToggleMountedStarter SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End End AddModule Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ToggleMounted SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 // How see-thru to be at peak of change. AwardXPForTriggering = 0 End End
LocomotorSet // Used by this special power Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 90 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_HORDE_SPEED End
End
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Wolf8888 Invité
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 14:36 | |
| Salut Barahir, - Citation :
- Je voudrais faire des unités assez polyvalente qui peuvent monter/descendre de chevaux, cela simplement en changeant le model de l'unité par celui d'une autre unité à cheval (lorsqu'on clique sur le bouton)
Moi, je fais cela via une transformation en utilisant ces modules: - Spoiler:
Dans le code de l'unité de base (ici RohanPeasant1):
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted StartAbilityRange = 50.0 MountedTemplate = Nom de l'object en lequel on se transforme UnpackTime = 0 PreparationTime = 1 PackTime = 0 OpacityTarget = 1 AwardXPForTriggering = 0 IgnoreFacingCheck = Yes End
Dans le code de l'object en lequel on se transforme:
Behavior = SpecialPowerModule ModuleTag_DismountStarter SpecialPowerTemplate = SpecialAbilityToggleMountedFromFellBeast UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Dismount SpecialPowerTemplate = SpecialAbilityToggleMountedFromFellBeast StartAbilityRange = 50.0 MountedTemplate = RohanPeasant1 ;Nom de l'object initial SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech UnpackTime = 0 PreparationTime = 1 PackTime = 0 OpacityTarget = 1 AwardXPForTriggering = 0 IgnoreFacingCheck = Yes End
Cela, comme tu le sais, en mettant à jour le specialpower, commandbutton, commandset.ini et en adaptant ça pour ton map.ini. |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 18:32 | |
| Je te conseille d'aller lire le tuto de barahir Plus sérieusement : le model se change bien car t'as mis le ModelConditionState = MOUNTED avec le model à cheval, par contre ya aucune anim avec AnimationState = BLABLA MOUNTED (BLABLA correspond à n'importe quel état, je veut dire qu'il n'y a pas de MOUNTED) et les anims du début sont celles du paysan donc en gros t'anime le cheval avec des animations d'un mec à pied d'ou le résultat plutot bizarre. Pour règler le probleme il faut mettre d'abord toutes les animations à cheval avec des AnimationState = BLABLA MOUNTED puis mettre les animations à pied avec seulement le AnimationState = BLABLA . Si faut absolument mettre les anims à cheval en premier sinon le jeu jouera les mauvaise anim. Car par exemple si le model est dans l'état BLABLA, le jeu vera AnimationState = BLABLA et jouera l'anim -> ca va si l'unité est a pied mais si elle est à cheval ca va pas Si tu met AnimationState = BLABLA MOUNTED en premier le jeu le jouera si l'objet est à cheval, sinon si l'objet n'est pas à cheval le jeu passe le bloc et trouve juste après AnimationState = BLABLA (qui correspond à l'anim à pied) donc il le joue. PS : le module de wolf à l'air moins casse tete PS2 : wolf tu veut pas t'inscrire ? (ou alors ca t'embete d'avoir apprenti moddeur parce que t'aura pas posté assez de message ? ) | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 18:35 | |
| - Citation :
- PS2 : wolf tu veut pas t'inscrire ? (ou alors ca t'embete d'avoir apprenti moddeur parce que t'aura pas posté assez de message ?
Il avait essayer de se réinscrire mais son mot de passe ne fonctionnait plus ( ca m'est déjà arriver aussi ) | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 19:11 | |
| ( cdd) merci à tout les deux je vais éssayer ! | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 21:13 | |
| humm... c'est pas gagné, j'ai corrigé tout comme tu as dis cdd (me suis même rendu compte que j'avais oublier des trucs) mais ça ne marche toujours pas je suis même arrivé au résultat inverse, c'est mon cavalier qui bouge bien mais mon mec à pied ne bouge plus pour ça il me suffit de mettre un point virgule devant le skelton de mon paysant - Citation :
Object RohanPeasant1 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_new56453 OkToChangeModelColor = Yes ;ExtraPublicBone = PASSENGERBONE ; DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP DefaultModelConditionState Model = RUPsnt_1_SKN ; Skeleton = RUPsnt_1_SKL ;(le point virgule qui inverse le pb) WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
ModelConditionState = MOUNTED Model = RURohrm_SKN End
;(j'avais oublié tout ça) ModelConditionState = SWAPPING_TO_WEAPONSET_1 MOUNTED ; swapping to bow Model = RURohrm_SKN End
;-----Flaming arrows + bow----- ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2 MOUNTED ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 MOUNTED Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End
;-----Bow----- ModelConditionState = SWAPPING_TO_WEAPONSET_2 MOUNTED ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP End ModelConditionState = WEAPONSET_TOGGLE_1 MOUNTED Model = RURhrmArch_SKN
WeaponLaunchBone = SECONDARY FIREAROWTIP End ;-----------
;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = PASSENGER WEAPONSET_TOGGLE_1 MOUNTED Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL WEAPONSET_TOGGLE_1 MOUNTED Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 MOUNTED Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
. . . blablabla toutes les anims
le pb viens donc de l'attribution du squelette, quelqu'un a t'il une suggestion ? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 21:21 | |
| Montre le blablabla stp pour voir si les anim a pied sont correctes et retire le point virgule rouge et dans tout les ModelConditionState met le Skeleton correspondant sinon le jeu garde celui du mec à pied :S | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 21:30 | |
| j'ai déja test de préciser le skelton des rohirim sur les ModelConditionState à cheval pour que il fasse le changement, mais au final il n'y avait aucun des deux qui bougeait donc je les avait reretiré - Spoiler:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;HERO;;;;;;;;;;;;;;;;;;;;;;;; Object RohanPeasant1 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_new56453 OkToChangeModelColor = Yes ;ExtraPublicBone = PASSENGERBONE ; DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP DefaultModelConditionState Model = RUPsnt_1_SKN Skeleton = RUPsnt_1_SKL ;point virgule de la mort qui tue à placer ici WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
ModelConditionState = MOUNTED Model = RURohrm_SKN ;Skeleton = RURohrm_SKL End ModelConditionState = SWAPPING_TO_WEAPONSET_1 MOUNTED ; swapping to bow Model = RURohrm_SKN ;Skeleton = RURohrm_SKL End
;-----Flaming arrows + bow----- ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2 MOUNTED ; swapping to spear Model = RURhrmArch_SKN ;Skeleton = RRURhrmArch_SKL WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 MOUNTED Model = RURhrmArch_SKN ;Skeleton = RRURhrmArch_SKL WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End
;-----Bow----- ModelConditionState = SWAPPING_TO_WEAPONSET_2 MOUNTED ; swapping to spear Model = RURhrmArch_SKN ;Skeleton = RRURhrmArch_SKL WeaponLaunchBone = SECONDARY FIREAROWTIP End ModelConditionState = WEAPONSET_TOGGLE_1 MOUNTED Model = RURhrmArch_SKN ;Skeleton = RRURhrmArch_SKL WeaponLaunchBone = SECONDARY FIREAROWTIP End
;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = PASSENGER WEAPONSET_TOGGLE_1 MOUNTED Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL WEAPONSET_TOGGLE_1 MOUNTED Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 MOUNTED Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING BURNINGDEATH MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End
; This is the no-spawn-horse type of death AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 MOUNTED Animation = splatted AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING WEAPONSET_TOGGLE_1 MOUNTED Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 MOUNTED Animation = StandUp AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED WEAPONSET_TOGGLE_1 MOUNTED Animation = Land AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE End End ; Shooting whilst moving - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 MOUNTED Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 MOUNTED Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 MOUNTED Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1 MOUNTED Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;--------------------------------------------------------------------------------------------------------- ;;======= BACKING UP AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 MOUNTED Animation = BACKING UP AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1 MOUNTED Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1 MOUNTED Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER WEAPONSET_TOGGLE_1 MOUNTED Animation = WLKA AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT WEAPONSET_TOGGLE_1 MOUNTED Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT WEAPONSET_TOGGLE_1 MOUNTED Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED WEAPONSET_TOGGLE_1 MOUNTED Animation = Moving_Engaged AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING WEAPONSET_TOGGLE_1 MOUNTED ; Animation = Walk1 ; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE WEAPONSET_TOGGLE_1 MOUNTED Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DECELERATE WEAPONSET_TOGGLE_1 MOUNTED Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_DECL AnimationMode = LOOP AnimationSpeedFactorRange = 0.55 0.55 End Flags = RANDOMSTART End
AnimationState = MOVING WEAPONSET_TOGGLE_1 MOUNTED Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
; Shooting with Fire Upgrade - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
; Shooting - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1 MOUNTED Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1 MOUNTED Animation = BetweenFiringShots AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1 MOUNTED Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 MOUNTED Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1 MOUNTED Animation = Apprehensive AnimationName = RURhrmArch_SKL.RURhrmArch_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1 MOUNTED Animation = FERA AnimationName = RURhrmArch_SKL.RURhrmArch_FERA AnimationMode = LOOP End ; Animation = FERB ; AnimationName = RURhrmArch_SKL.RURhrmArch_FERB ; AnimationMode = LOOP ; End End
;;======= CELEBRATING ; This is what happens when Theo gives his rousing speech AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 MOUNTED Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 MOUNTED Animation = Taunting AnimationName = RURhrmArch_SKL.RURhrmArch_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURhrmArch_SKL.RURhrmArch_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1 MOUNTED Animation = Pointing1 AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 MOUNTED Animation = IDLA AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1 MOUNTED Animation = Reloading AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
; Swapping to bow ----- AnimationState = SWAPPING_TO_WEAPONSET_1 MOUNTED ; note - needs to go above any WEAPONSET_TOGGLE_1. StateName = State_PuttingSpearAway Animation AnimationName = RURohrm_SKL.RURohrm_WPNB ; putting spear away. AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.5 0.7 ; Needs to match one second. End Flags = START_FRAME_LAST End AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 MOUNTED Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED WEAPONSET_TOGGLE_1 MOUNTED StateName = State_Selected SimilarRestart = Yes Animation = AtAttention AnimationName = RURhrmArch_SKL.RURhrmArch_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1") end EndScript End ; Swapping to spear ----- AnimationState = SWAPPING_TO_WEAPONSET_2 MOUNTED StateName = State_PuttingBowAway Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA ; putting bow away. AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.6 ; Needs to match one second, approx. End End
; Idle AnimationState = WEAPONSET_TOGGLE_1 MOUNTED StateName = Idle Animation = IDLB AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1") end EndScript End TransitionState = TRANS_Idle_to_SelectedWEAPONSET1 Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_SpearAway_To_SelectedWEAPONSET1 ; get bow out Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_Selected_to_IdleWEAPONSET1 Animation = ATNC AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End TransitionState = TRANS_SpearAway_To_IdleWEAPONSET1 ; get bow out Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End
;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- IdleAnimationState StateName = Idle Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle") end EndScript End AnimationState = PASSENGER MOUNTED Animation = grabbed AnimationName = RURohrm_SKL.RURohrm_GBDA AnimationMode = LOOP End End ; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = free fall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED MOUNTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING DEATH_1 MOUNTED Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 MOUNTED Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED MOUNTED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 100 End End
AnimationState = PARALYZED MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = LOOP End End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED ShareAnimation = Yes Animation = TrotAndFire AnimationName = RURohrm_SKL.RURohrm_ATRB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End
;;======= BACKING UP AnimationState = MOVING BACKING_UP MOUNTED Animation = BACKING UP AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End End AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER MOUNTED Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED MOUNTED Animation = Moving_Engaged AnimationName = RURohrm_SKL.RURohrm_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING MOUNTED ; Animation = Walk1 ; AnimationName = RURohrm_SKL.RURohrm_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End
AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_ACCL AnimationMode = ONCE ; was LOOP End End
AnimationState = DECELERATE MOUNTED Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End End AnimationState = MOVING MOUNTED Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
;---------------------------------------------------------------------------------------------------------
; Standard attack with spear. AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA1 AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End End ;---------------------------------------------------------------------------------------------------------
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR MOUNTED Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED Animation = Apprehensive AnimationName = RURohrm_SKL.RURohrm_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID MOUNTED Animation = FERA AnimationName = RURohrm_SKL.RURohrm_FERA AnimationMode = LOOP End ;Animation = FERB ; AnimationName = RURohrm_SKL.RURohrm_FERB ; AnimationMode = LOOP ;End End
;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING MOUNTED Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING MOUNTED Animation = Taunting AnimationName = RURohrm_SKL.RURohrm_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURohrm_SKL.RURohrm_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING MOUNTED Animation = Pointing1 AnimationName = RURohrm_SKL.RURohrm_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End End AnimationState = RAISING_FLAG MOUNTED Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED --------------------------------------------------------------- AnimationState = SELECTED MOUNTED StateName = State_Selected ; SimilarRestart = Yes Animation = AtAttention AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.6 1.0 End Flags = START_FRAME_LAST End TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End
;;================== ANIMATIONS =================================================================
;;------------------ DYING -------------------------------------------------------------
AnimationState = PASSENGER Animation = FLLA AnimationName = RUPsnt_1_FLLA AnimationMode = LOOP End End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.7 0.7 AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = RUPsnt_1_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = LNDA AnimationName = RUPsnt_1_LNDA AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = RUPsnt_1_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = RUPsnt_1_DIEB AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = RUPsnt_1_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End ; Animation = GTPB ; AnimationName = RUPsnt_1_GTPB ; AnimationMode = ONCE ; AnimationSpeedFactorRange = 1.5 1.5 ; End End AnimationState = STUNNED Animation = LNDA AnimationName = RUPsnt_1_LNDA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUPsnt_1_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
;;------------------ ATTACKING ---------------------------------------
AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = RUPsnt_1_ATKA AnimationMode = LOOP ; UseWeaponTiming = Yes End Animation AnimationName = RUPsnt_1_ATKB AnimationMode = LOOP ; UseWeaponTiming = Yes End End ;;------------------ MOVING ------------------------------------------ ;;===== BACKUP AnimationState = MOVING BACKING_UP Animation = BAKA AnimationName = RUPsnt_1_BAKA AnimationMode = LOOP End ; Animation = BAKB ; AnimationName = RUPsnt_1_BAKB ; AnimationMode = LOOP ; End ; Animation = BAKC ; AnimationName = RUPsnt_1_BAKC ; AnimationMode = LOOP ; End End
; OBSOLETE ; AnimationState = MOVING PANICKING ; Animation = RUNM ; AnimationName = RUPsnt_1_MFDA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; ;;ParticleSysBone = None InfantryDustTrails ; End AnimationState = MOVING WANDER Animation = WLKA AnimationName = RUPsnt_1_WLKA AnimationMode = LOOP End ; Animation = WLKE ; AnimationName = RUPsnt_1_WLKE ; AnimationMode = LOOP ; End ;;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = RUNA AnimationName = RUPsnt_1_RUNA AnimationMode = LOOP ; AnimationSpeedFactorRange = 0.8 0.8 End Animation = RUNC AnimationName = RUPsnt_1_RUNC AnimationMode = LOOP ; AnimationSpeedFactorRange = 0.8 0.8 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End ; WORKING AnimationState = ACTIVELY_CONSTRUCTING DEPLOYED ; building from too far to smack his hammer Animation = Stand AnimationName = RUPsnt_1_IDLA AnimationMode = LOOP End End
AnimationState = ACTIVELY_CONSTRUCTING Animation = WRKA AnimationName = RUPsnt_1_WRKA AnimationMode = ONCE End Animation = WRKD AnimationName = RUPsnt_1_WRKD AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ;;------------ HIT REACTION -----------------------------------------------------
AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = RUPsnt_1_HITA AnimationMode = ONCE End End
;;------------- EMOTIONS ---------------------------------------------
;;======== POINTING
AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RUPsnt_1_PNTA AnimationMode = LOOP AnimationSpeedFactorRange = 0.75 1.25 End End
;;======= TERROR AnimationState = EMOTION_AFRAID Animation = &&FEAR&& AnimationName = RUPsnt_1_FERA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = RUPsnt_1_TNTA AnimationMode = ONCE End Animation = TNTB AnimationName = RUPsnt_1_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = RUPsnt_1_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = RUPsnt_1_CHRB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT StateName = STATE_Alert Animation = &&ALERT&& AnimationName = RUPsnt_1_IDLA AnimationMode = LOOP End End ;;------------- SELECTED ---------------------------------------------
AnimationState = SELECTED StateName = STATE_Selected SimilarRestart = Yes Animation = ATNB AnimationName = RUPsnt_1_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end EndScript End
;;--------------- IDLE STATES ----------------------------------------------------------------- IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = RUPsnt_1_IDLA AnimationMode = ONCE AnimationPriority = 20 End
Animation = IDLC AnimationName = RUPsnt_1_IDLC AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLD AnimationName = RUPsnt_1_IDLD AnimationMode = ONCE AnimationPriority = 2 End
Animation = IDLE AnimationName = RUPsnt_1_IDLE AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLF AnimationName = RUPsnt_1_IDLF AnimationMode = ONCE AnimationPriority = 1 End
Animation = IDLG AnimationName = RUPsnt_1_IDLG AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end EndScript End ;---Transitions-------------------------------------
TransitionState = TRANS_SelectedToIdle Animation = ATNC AnimationName = RUPsnt_1_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.2 End End TransitionState = TRANS_IdleToSelected Animation = ATNA AnimationName = RUPsnt_1_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.2 End End
; Draw = W3DScriptedModelDraw DustEffects ; DefaultModelConditionState ; Model = None ; End ; IdleAnimationState ; End ; AnimationState = MOVING WADING ; ParticleSysBone = None FootstepSlash ; End ; AnimationState = MOVING ACCELERATE ; ParticleSysBone = None GenericSiegeTrailDust ; End ; AnimationState = MOVING DECELERATE ; ParticleSysBone = None GenericSiegeTrailDust ; End ; AnimationState = MOVING ; End ; End
END
End
END
(sinon si t'as besoin pour tester direct, voici le map.ini complet, tu peux le mettre sur n'importe quelle map vierge les unités se place toute seul o début (joue les hommes)) http://www.filefront.com/17139823/map.ini carte pour que le mec monte cheval.txt | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Ven 23 Juil - 23:05 | |
| Au pire ya toujours la solution de wolf mais je vais regarder le map.ini demain matin | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Sam 24 Juil - 16:05 | |
| c'est bon j'ai trouvé , enfin j'ai pas vraiment corriger le problème ^^ pour que ca marche je me susi basé sur les anims de eomer et à chaque fois que il est fait mention de son model ou de son squelette j'ai relmplacé par le squelette ou le model correspondant, puis j'ai remplacé chaque anim par celle du cavalier ou du mec à pied correspondant (un travail long .... très long xD) mais ça marche , bon ya quelques petit problème genre quand le mec il cour ou que le cheval se lance mais je vais éssayé de corriger - Spoiler:
Object RohanPeasant1 ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01_new56453
OkToChangeModelColor = Yes ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
DefaultModelConditionState Model = RUPsnt_1_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End StaticModelLODMode = Yes
; --- Idle Anims IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLB AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLC AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLC AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLE AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLE AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;; ModelConditionState = MOUNTED Model = RURohrm_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End ; --- death anims mounted AnimationState = DYING SPLATTED MOUNTED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End
; This is the no-spawn-horse type of death AnimationState = DYING MOUNTED; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End
AnimationState = PARALYZED MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = LOOP End End
;;;;;;;;;;;;;;;;;;;;;;;;; ;; SPECIAL SPEAR THROW ANIMS AnimationState = SPECIAL_WEAPON_ONE MOUNTED;using spear Animation = SPRA AnimationName = RUHHs_Theo_SKL.RUEomrHrs_SPRA AnimationMode = ONCE End FrameForPristineBonePositions = 60 End
AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking_throw Animation AnimationName = RUEomer_SKL.RUEomer_ATKE AnimationMode = ONCE End FrameForPristineBonePositions = 58 End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; --- movements AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation = Walk AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
;;;;;;;;;;;;;;;;;;;;;;;;; AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ;;;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = MOVING MOUNTED Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End
;;;;;;;;;;;;;;;;;;;;;;;;;;;; Animation = AttackB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = LOOP End End AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED Animation AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "STATE_Idle" then CurDrawablePlaySound("EomerVoiceMount") end ;EndScript ;StateName = STATE_IdleMounted End
;;;;;;;;;;; UNMOUNTED STATE ;;;;;;;;;;;;; ; --- Stunned anims AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = RUPsnt_1_FLYA AnimationName = RUPsnt_1_SKL.RUPsnt_1_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Dying anims AnimationState = DYING SPLATTED Animation = RUPsnt_1_LNDA AnimationName = RUPsnt_1_SKL.RUPsnt_1_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End AnimationState = DYING Animation = RUPsnt_1_DIEA AnimationName = RUPsnt_1_SKL.RUPsnt_1_DIEA AnimationMode = ONCE End Animation = RUPsnt_1_DIEB AnimationName = RUPsnt_1_SKL.RUPsnt_1_DIEB AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = RUPsnt_1_IDLA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_FIRST End
AnimationState = STUNNED_STANDING_UP Animation = RUPsnt_1_GTPA AnimationName = RUPsnt_1_SKL.RUPsnt_1_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = RUPsnt_1_LNDA AnimationName = RUPsnt_1_SKL.RUPsnt_1_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Moving Anims AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING PANICKING Animation = MFDA AnimationName = RUPsnt_1_SKL.RUPsnt_1_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = MOVING ATTACKING Animation = RUPsnt_1_RUNA AnimationName = RUPsnt_1_SKL.RUPsnt_1_RUNA AnimationMode = LOOP Distance = 50; 30 End End
;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = MOVING Flags = RANDOMSTART Animation = RUPsnt_1_RUNA AnimationName = RUPsnt_1_SKL.RUPsnt_1_RUNA AnimationMode = LOOP Distance = 30 End End
; Attacking Anims AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End
;;;;;;;;;;;;;;;;;;;;;;;;;
Animation = ATKC AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKD AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = RUPsnt_1_SKL.RUPsnt_1_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = RUPsnt_1_SKL.RUPsnt_1_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED Animation = ATNB AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATNB AnimationMode = LOOP End StateName = STATE_Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End
;;;;;;;;;;;;;;;;;;;;;;; TransitionState = TRANS_Idle_to_Selected Animation = IDLF AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATNA ;RUEomer_SKL.RUEomer_IDLF AnimationMode = ONCE End End
TransitionState = TRANS_Selected_to_Idle Animation = ATNE AnimationName = RUPsnt_1_SKL.RUPsnt_1_ATNC AnimationMode = ONCE End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;----Emotion Animations AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = RUPsnt_1_SKL.RUPsnt_1_CHRA AnimationMode = ONCE End End AnimationState = EMOTION_TAUNTING Animation = CHRB AnimationName = RUPsnt_1_SKL.RUPsnt_1_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = RUPsnt_1_SKL.RUPsnt_1_TNTA AnimationMode = ONCE End Animation = Taunting AnimationName = RUPsnt_1_SKL.RUPsnt_1_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = RUPsnt_1_SKL.RUPsnt_1_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
;;;;;;;;;;;;;;;;;;;
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_b ;Hit_Level_1_a AnimationName = RUPsnt_1_SKL.RUPsnt_1_HITA AnimationMode = ONCE End
End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;---transitions--- TransitionState = Trans_Idle_To_Sword Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHA AnimationMode = ONCE End End
TransitionState = Trans_Sword_To_Idle Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHB AnimationMode = ONCE End End
END
End
End
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Sam 24 Juil - 16:36 | |
| NAN J AI TROUVE !!!!!!!!!!!! (oui je suis admin et je double poste par ce que je le vaux bien ) alors écoutez bien ça peut être utile: il ne faut pas préciser de squelette ni dans le model de base(defaultmodel condition state) ni dans le model de changement (model condition state) puis il faut pour chaque anims, spécifé séparément le squelette correspondant grossomodo dans les anims du mec à cheval je précise à chaque fois le squelette (donc celui du mec à cheval), puis pour les anims du mec à pied je précise à chaque fois qu'il sagit d'utiliser le squelette du mec à pied comment on fait ? bah c'est très simple à : AnimationName = on met nomdusquelette.nomdel'anim grossomodo: - Citation :
DefaultModelConditionState Model = RUPsnt_1_SKN End
ModelConditionState = MOUNTED Model = RURohrm_SKN End
AnimationState = MOVING WANDER MOUNTED Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA ;(nomdusquelette.nomdel'anim)
AnimationMode = LOOP End End ;et *
AnimationState = MOVING WANDER Animation = WLKA AnimationName = RUPsnt_1_SKL.RUPsnt_1_WLKA ;(nomdusquelette.nomdel'anim)
AnimationMode = LOOP End
pour résoudre mon problème j'ai donc "simplement" ajouté un"nomdusquelette." devant chaque nom d'anim du paysant à pied ps: sinon quelqu'un a une idée de comment on change le model d'une unité lorsqu'on achète un upgrade (genre j'ai un payant (worker) on achète l'amélioraton armure lourde à la forge et la comme par magie , il se transforme en soldat du gondor) ??? | |
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Wolf8888 Invité
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Sam 24 Juil - 23:55 | |
| Salut à tous, Barahir, - Citation :
- j'ai relmplacé par le squelette ou le model correspondant, puis j'ai remplacé chaque anim par celle du cavalier ou du mec à pied correspondant (un travail long .... très long xD)
Avec ma technique, ça aurait été un travail court....très court (->5 minutes max en buvant un café...). Mais bon, tu as réussi et c'est le principal. - Citation :
- sinon quelqu'un a une idée de comment on change le model d'une unité lorsqu'on achète un upgrade (genre j'ai un payant (worker) on achète l'amélioraton armure lourde à la forge et la comme par magie , il se transforme en soldat du gondor) ???
Je fais cela via une transformation... En fait, ça me paraît vraiment être le plus simple, si je devais faire cette manip, j'utiliserais le 1er module que je t'avais mis tout en bloquant le commandbutton par l'upgrade de l'armure lourde à acheter à la forge (comme ça pas de problème avec les animations ou autres: tu passes directement d'un object à un autre). Cdd, - Citation :
- wolf tu veut pas t'inscrire ?
Merci de l'intérêt que tu me portes, mais mon inscription changerait quoi? ( bon, c'est bien parce que t'es un viking avec un prénom d'étymologie grecque (et moi aussi) que je vais réfléchir... ) - Citation :
- ca t'embete d'avoir apprenti moddeur parce que t'aura pas posté assez de message ?
Du tout, j'ai remarqué depuis lontemps que les grades "veulent pas dire grand chose"... Et puis, j'aime bien le mien... Tom, - Citation :
- Il avait essayer de se réinscrire
De me reconnecter... |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Dim 25 Juil - 0:07 | |
| Bravo barahir, je sens que ca va encore etre une de ces maps excellentes.... - Wolf8888 a écrit:
- Merci de l'intérêt que tu me portes, mais mon inscription changerait quoi?
Bin tu pourrait avoir une image (avantage non négligeable ), tu pourra éditer tes messages, etre un vrai membre et pas un simple invité (au moins on sait que t'es connecté par exemple), tu pourrais aller faire ta présentation, etc... Mais si tu veut rester invité c'est toi qui voit | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Dim 25 Juil - 0:11 | |
| - Citation :
- Merci de l'intérêt que tu me portes, mais mon inscription changerait quoi?
Tu pourrais poster des liens,des vidéos,des screens,... ( ce qui m'aurait bien aidé une fois ) PS: Ca m'aiderait toujours en faîtes | |
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Wolf8888 Invité
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Dim 25 Juil - 0:34 | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Dim 25 Juil - 12:25 | |
| wolf j'envisageai ta technique jusqu'à ce que je me rende compte que le fait d'utiliser 2 unités différentes causerait des problème o nivo des pouvoir (oui par ce que vous me conaissez en fait c'est pour faire des héros personnalisable (comme dab quoi xD) parcque lorsque l'unité est remplacé par une autre de model différent et bah ces pouvoir sont aussi remis à zéros, et ça pour une carte multi c trop cheaté ^^ mais j'ai peut être tord dans ce cas n'hésite pas à le signaler! (cdd qui a dit que je voulait faire une map.... (me fait plus avoir maintenant ^^)) sinon wolf, ordre d'admin que je suis, hop go t'inscrire ! | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Jeu 29 Juil - 19:10 | |
| Salut Barahir, - Citation :
- mais j'ai peut être tord dans ce cas n'hésite pas à le signaler!
Tu n'as pas tort, je crois que j'avais trouvé une solution à cela... Cependant, pour l'upgrade, il n'y aura pas ce problème car ton personnage après amélioration, ne reviendra pas à sa forme d'origine. - Citation :
- sinon wolf, ordre d'admin que je suis, hop go t'inscrire !
Un "ordre"... auquel j'ai décidé de donné suite... | |
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barahir Fondateur
Nombre de messages : 1188 Age : 34 Location : Paris (bastille) Add-On : Oui Date d'inscription : 13/01/2008
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) Mar 3 Aoû - 22:05 | |
| bien , très bien ! | |
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Contenu sponsorisé
| Sujet: Re: faire des unités qui peuvent être à pied ou monté (problème pour changer le model) | |
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| faire des unités qui peuvent être à pied ou monté (problème pour changer le model) | |
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