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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: question animation Jeu 30 Aoû - 20:58 | |
| Bonjour, j'ai ajouté avec succès un héros ayant le squelette du roi sorcier (angmar) mais lors de ses pouvoirs il n'y a pas d'animation, j'ai cherché mais je n'ai pas trouvé comment mettre une animation spécifique a un pouvoir spécifique merci d'avance
code de l'animation en question : ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_2 StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End End
et code du pouvoir en question :
;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword End
Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires End
Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1 UnpackTime = 2500 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 2 ShotsPerBurst = 10 MaxShots = 200 ; will double up if run out of targets End
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Jeu 30 Aoû - 21:30 | |
| Essaie ça : - Citation :
- ; --- Morgul Blade Weapon anim
AnimationState = SPECIAL_WEAPON_ONE UNPACKING StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 PREPARING StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_2 PACKING StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End
End | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Jeu 30 Aoû - 21:49 | |
| Ce soir je ne peux pas jouer mais demain j'essayerai, merci de ton aide | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Jeu 30 Aoû - 21:53 | |
| Mais sinon, pourrais-tu m'expliquer comment tu as fait ? | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: question animation Jeu 30 Aoû - 21:56 | |
| T'a oublié un bout de code, je crois bien. | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Jeu 30 Aoû - 22:12 | |
| Dit moi si cela marche puis demande moi les explication ensuite. Nan, il fallait regarder comment l'animation du lightning sword de gandalf fonctionnait. Avec UNPACKING (préattaque), PREPARING (charge), PACKING (position de lancé). | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: question animation Jeu 30 Aoû - 22:17 | |
| Ah autant pour moi , les pouvoirs c'est pas trop mon truc j’avoue , mais je vais bien m'y pencher à un moment ou un autre . | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Ven 31 Aoû - 19:13 | |
| Ca ne marche toujours pas | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Ven 31 Aoû - 20:19 | |
| Rajoute avant les "UNPACKING", "PREPARING", "PACKING" ceci "PACKING_TYPE_1 ". Si ça marche pas, je ... bois une bouteille de vinaigre. | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Sam 1 Sep - 15:55 | |
| j'espere que tu aimes le vinaigre car tous les animation pour pouvoir marchent sauf celui ci | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Sam 1 Sep - 16:04 | |
| Je vais faire des tests... Vaudrait mieux je crois ^^ | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Sam 1 Sep - 21:53 | |
| Oui, quant à moi je cherche des tutos sur internet | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Lun 3 Sep - 12:50 | |
| Tu peux me redonner le code stp ? | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Lun 3 Sep - 13:10 | |
| Voila le code entier du perso : - Code:
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Object AngmarAgandaur ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = hpagandaur ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = hiagandaur DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing2 Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;GlowEnabled = Yes ;GlowEmissive = No DefaultModelConditionState Model = kuagndr_skn ParticleSysBone = NONE GOLDEN_AGANDAUR2 FollowBone:yes ParticleSysBone = FINGERB2RIGHT SaronRingSpark FollowBone:Yes End ModelConditionState = MOUNTED Model = kuagndrmnt_skn ParticleSysBone = NONE GOLDEN_AGANDAUR2 FollowBone:yes ParticleSysBone = FINGERB2RIGHT SaronRingSpark FollowBone:Yes End
IdleAnimationState StateName = Idle Animation AnimationName = KUKng_SKL.KUKng_IDLB AnimationPriority = 4 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLC AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLD AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLE AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End ;-------------------------- MOUNTED VERSION --------------------------------------------------------- AnimationState = PASSENGER MOUNTED Animation = grabbed AnimationName = KUKngMount_SKL.KUKngMount_GBDA AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8
End Flags = RANDOMSTART End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH MOUNTED DYING Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.8 0.8 End End ; ; AnimationState = BURNINGDEATH MOUNTED ; Animation ; AnimationName = KUKngMount_SKL.KUKngMount_MFDA ; AnimationMode = LOOP ; AnimationBlendTime = 10 ; Distance = 80 ; End ; End
AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 0.8 End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = KUKngMount_SKL.KUKngMount_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED ShareAnimation = Yes Animation = TrotAndFire AnimationName = KUKngMount_SKL.KUKngMount_RUNB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End ;;======= TERROR ; AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ; AnimationState = MOVING EMOTION_TERROR MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ;;;===== BACKUP AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = KUKngMount_SKL.KUKngMount_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNR AnimationMode = LOOP End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = KUKngMount_SKL.KUKngMount_ACCL AnimationMode = ONCE ; was LOOP AnimationSpeedFactorRange = 1.3 1.3 End End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = KUKngMount_SKL.KUKngMount_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP End End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_ATKA AnimationMode = ONCE End Animation = ATKB AnimationName = KUKngMount_SKL.KUKngMount_ATKB AnimationMode = ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_SPCA AnimationMode = ONCE End End
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED Animation = Hit_Level_1_a AnimationName = KUKngMount_SKL.KUKngMount_HFMA AnimationMode = ONCE End End ;;------------- EMOTIONS --------------------------------------------- // AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = Apprehensive // AnimationName = KUKngMount_SKL.KUKngMount_APPA // AnimationMode = LOOP ;Change this to ONCE if adding additional anims // End // End // // AnimationState = EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = FERA // AnimationName = KUKngMount_SKL.KUKngMount_FERA // AnimationMode = LOOP // End // Animation = FERB // AnimationName = KUKngMount_SKL.KUKngMount_FERB // AnimationMode = LOOP // End // End AnimationState = EMOTION_TAUNTING MOUNTED ShareAnimation = Yes Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_POINTING MOUNTED Animation = Pointing1 AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = KUKngMount_SKL.KUKngMount_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End AnimationState = RAISING_FLAG MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED MOUNTED StateName = State_Selected Animation = AtAttention AnimationName = KUKngMount_SKL.KUKngMount_ATNB AnimationMode = Loop End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end EndScript End
AnimationState = MOUNTED StateName = Idle Animation = IdleB AnimationName = KUKngMount_SKL.KUKngMount_IDLB AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 10 End Animation = IdleC AnimationName = KUKngMount_SKL.KUKngMount_IDLC AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 5 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End
TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKngMount_SKL.KUKngMount_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = KUKngMount_SKL.KUKngMount_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End ;-------------------------- NON MOUNTED VERSION --------------------------------------------------------- ; AnimationState = DYING BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_DTHA ; AnimationMode = ONCE ; AnimationBlendTime = 10 ; End ; End
AnimationState = DYING Animation AnimationName = KUKng_SKL.KUKng_DTHA AnimationMode = ONCE End End ; AnimationState = BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_MFDA ; AnimationMode = LOOP ; Distance = 90 ; End ; End
AnimationState = FREEFALL Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation AnimationName = KUKng_SKL.KUKng_GTPA AnimationMode = ONCE End End
AnimationState = STUNNED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End
AnimationState = MOVING FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_RUNB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_ATKA AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKB AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKC AnimationMode = ONCE End End
AnimationState = MOVING Animation AnimationName = KUKng_SKL.KUKng_RUNA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_HITA AnimationMode = ONCE End End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_LVLA AnimationMode = ONCE End End ; AnimationState = ENGAGED ; Animation ; AnimationName = KUKng_SKL.KUKng_APPA ; AnimationMode = LOOP ; End ; End AnimationState = EMOTION_CELEBRATING Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = KUKng_SKL.KUKng_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = RAISING_FLAG Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End
AnimationState = SELECTED Animation AnimationName = KUKng_SKL.KUKng_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKng_SKL.KUKng_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = KUKng_SKL.KUKng_ATNC AnimationMode = ONCE AnimationBlendTime = 10 End End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 PACKING_TYPE_1 PREPARING StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_2 PACKING_TYPE_1 PACKING StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_2 StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING MOUNTED ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING MOUNTED End End
; ***DESIGN parameters *** Side = Angmar EditorSorting = UNIT ThreatLevel = WITCHKING_THREAT_LEVEL ; ThingClass = MEDIUM_MONSTER BuildCost = 10000 BuildTime = 300 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG CommandSet = AngmarAgandaurCommandSet CommandPoints = 0 RecruitText = CONTROLBAR:AngmarWitchKingRecruit2 ReviveText = CONTROLBAR:AngmarWitchKingRevive2 Hotkey = CONTROLBAR:AngmarWitchKingHotkey2
VisionRange = ANGMAR_WITCHKING_VISION_RANGE ShroudClearingRange = ANGMAR_WITCHKING_SHROUD_RANGE MaxVisionBonusPercent = 200% VisionBonusTestRadius = 100 VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:MordorWitchKing2 Description = OBJECT:WitchKingDescription2
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles MountedCrusherLevel = 1 MountedCrushableLevel = 3 CrushWeapon = KnightCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.
RamPower = 30; RamZMult = 0.5; MaxSimultaneousOfType = 1 Scale = 1.2 WeaponSet Weapon = PRIMARY AgandaurSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;WeaponSet ; Conditions = WEAPONSET_TOGGLE_1 ; Weapon = PRIMARY WitchKingWarMace ; Weapon = TERTIARY WitchKingMorgulBladeSpecialPower ; AutoChooseSources = TERTIARY NONE ;End
ArmorSet Conditions = None Armor = SauronArmor DamageFX = EvilDamageFX End
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_AngmarWitchKingBody AutoResolveArmor Armor = AutoResolve_AngmarWitchKingArmor End
AutoResolveWeapon Weapon = AutoResolve_AngmarWitchKingWeapon End ;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus
; *** AUDIO Parameters ***;
VoiceAttack = SauronVoiceAttackMS VoiceFear = SauronVoiceAttackMS VoiceCreated = SauronVoiceAttackMS VoiceFullyCreated = SauronVoiceMoveMS VoiceMove = SauronVoiceMoveMS VoicePriority = 94 VoiceSelect = SauronVoiceSelectMS VoiceGuard = SauronVoiceMoveMS UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = SauronVoiceAttackMS VoiceGarrison = SauronVoiceAttackMS VoiceInitiateCaptureBuilding = SauronVoiceAttackMS VoiceSpecialAbilityCurseEnemy = SauronVoiceAttackMS End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNA Frames:4 15 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNB Frames:5 15 26 36
AnimationSound = Sound:TauntHumanHitShield Animation:KUKng_SKL.KUKng_CHRB Frames:22 32
AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEA Frames:48 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEB Frames:18 AnimationSound = Sound:BodyFallSoldier Animation:KUKng_SKL.KUKng_LNDA Frames:4
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:KUKngMount_SKL.KUKngMount_IDLC Frames:3
AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:3 10 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:2 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:0 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:45 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = AngmarWitchkingDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX ; ; ; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CHARACTER_UNIT
KindOf = DOZER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = AutoHealBehavior ModuleTag_WitchKingHealing StartsActive = Yes HealingAmount = 20 HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = SauronFunctions BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED End
; LocomotorSet ; Locomotor = BurningDeathLocomotorInfantry ; Condition = SET_BURNINGDEATH ; Speed = 60 ; End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Body = ActiveBody ModuleTag_Body MaxHealth = SAURON_HEALTH End Behavior = SquishCollide ModuleTag_06 ;nothing End
Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Weapon = FINAL RingHeroDeathShockwave End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;------------------FIRES OF DOOM------------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_FiresOfDoom SpecialPowerTemplate = FiresOfDoomSpecialPower UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = SauronVoxBlackspeechFiresOfDoom End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate SpecialPowerTemplate = FiresOfDoomSpecialPower WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = SauronFiresOfDoomWeapon ;TriggerSound = SpellRainOfFireMS End Behavior = OCLSpecialPower ModuleTag_OCLSpawnBlackTornado SpecialPowerTemplate = SpecialPowerSpawnBlackTornado OCL = SUPERWEAPON_SpawnBlackTornado CreateLocation = CREATE_AT_LOCATION AvailableAtStart = Yes End ; --------- ATHELAS ----------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_AragornAthelas SpecialPowerTemplate = SpecialAbilityAragornAthelas UpdateModuleStartsAttack = Yes TriggerFX = FX_AragornAthelas_EVIL SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 4.0 End Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityAragornAthelas StartAbilityRange = 1.6 UnpackTime = 1 ; Nothing to touching it PreparationTime = 3 ; touching it to grabbing it PackTime = 2096 ; whacking it to holding it nice AwardXPForTriggering = 0 End Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility SpecialAbility = SpecialAbilityAragornAthelas MaxScanRange = 150 Query = 2 NONE +HERO ALLIES End
Behavior = AutoHealBehavior ModuleTag_AthelasHealing StartsActive = Yes ; Active, as in no upgrade required ButtonTriggered = Yes ; But doesn't actually run on its own. HealingAmount = ATHELAS_HEAL_AMOUNT Radius = 200 HealOnlyOthers = No SingleBurst = Yes UnitHealPulseFX = FX_AragornAthelas_EVIL KindOf = HERO End ;------------------EARTHQUAKE------------------------------------------------------------------ Behavior = SpecialPowerModule ModuleTag_FiresOfDoom1 SpecialPowerTemplate = FiresOfDoomSpecialPower_EARTHQUAKE UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = SauronVoxBlackspeechFiresOfDoom End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate1 SpecialPowerTemplate = FiresOfDoomSpecialPower_EARTHQUAKE WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = SauronFiresOfEARTHQUAKE ;TriggerSound = SpellRainOfFireMS End
Behavior = UnpauseSpecialPowerUpgrade ModuleEruptionSolaire01 SpecialPowerTemplate = SpecialAbilityEruptionSolaire End
Behavior = OCLSpecialPower ModuleEruptionSolaire02 SpecialPowerTemplate = SpecialAbilityEruptionSolaire OCL = OCL_EruptionSolaire CreateLocation = USE_OWNER_OBJECT StartsPaused = No TriggerFX = FX_EruptionSolaireInvoc End
;------- BLAST DUST -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler3 SpecialPowerTemplate = SpecialAbilityBlastOfDestruction End
Behavior = SpecialPowerModule ModuleTag_WordStarter3 SpecialPowerTemplate = SpecialAbilityBlastOfDestruction UpdateModuleStartsAttack = Yes StartsPaused = No End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate3 SpecialPowerTemplate = SpecialAbilityBlastOfDestruction WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0 StartAbilityRange = 80.0
SpecialWeapon = BlastOfDestructionWeapon End
;------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_PulseBubble SpecialPowerTemplate = SpecialAbilitySauronPulseBubble End
Behavior = SpecialPowerModule ModuleTag_PulseBubble2 SpecialPowerTemplate = SpecialAbilitySauronPulseBubble UpdateModuleStartsAttack = Yes StartsPaused = No End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponPulseBubble SpecialPowerTemplate = SpecialAbilitySauronPulseBubble WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 AwardXPForTriggering = 0 StartAbilityRange = 80.0 SpecialWeapon = SauronPulseBubble End ;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword End
Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires End
Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1 UnpackTime = 2500 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 2 ShotsPerBurst = 10 MaxShots = 200 ; will double up if run out of targets End ;------- WORD OF POWER (BLUE RING BLAST) SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler2 SpecialPowerTemplate = SpecialAbilityWordOfPower End Behavior = SpecialPowerModule ModuleTag_WordStarter2 SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate2 SpecialPowerTemplate = SpecialAbilityWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 80.0 SpecialWeapon = GandalfWordOfPower End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
; Generic auto ability. Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate ToggleMountedAI CommandButtonName = Command_MountHorseBlackRider SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End Behavior = AISpecialPowerUpdate GandalfWordOfPowerAI CommandButtonName = Command_SpecialAbilityWordOfPower SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF SpecialPowerRadius = 250 End Behavior = AISpecialPowerUpdate GandalfLightningSwordAI CommandButtonName = Command_GondorGandalfLightningSword SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Geometry = CYLINDER GeometryMajorRadius = 9.0 GeometryHeight = 30.0 GeometryIsSmall = Yes ; HealthBoxHeightOffset = 30 Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End
;--------------------
ChildObject AngmarAgandaur_Mounted AngmarAgandaur
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of the Black Rider! OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = MUBlkRider_SKN End End
;--- AUDIO Parameters ---
; SoundMoveStart = GondorHorseMoveStart
;-------
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY HERO HEAVY_MELEE_HITTER SCORE
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End End
;----------------------------------------------------
ChildObject AngmarAgandaur_RingHero AngmarAgandaur
; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_WildFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_GoblinFaction Upgrade_AngmarFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes ; Hack -- this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring hero End
; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End End | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Lun 3 Sep - 13:19 | |
| - Citation :
- ; --- Morgul Blade Weapon anim
AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_1 PREPARING StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_1 PACKING StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End Teste, ça devrait (enfin) marcher | |
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leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: Re: question animation Mar 4 Sep - 13:52 | |
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Yuas Moddeur en herbe
Nombre de messages : 127 Age : 27 Location : Derrière toi, attention !! Trop tard... Add-On : Non Date d'inscription : 31/07/2012
| Sujet: Re: question animation Mar 4 Sep - 14:28 | |
| Ça marche mieux si je suis menacé de mort. ^^ | |
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| Sujet: Re: question animation | |
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| question animation | |
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