| Permettre à un héros de monter à cheval | |
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NOFX182 Débutant(e)
Nombre de messages : 48 Age : 37 Add-On : Pourquoi s'en priver ? Date d'inscription : 11/03/2009
| Sujet: Permettre à un héros de monter à cheval Sam 18 Avr - 19:11 | |
| Salut ! Bon bah, tout est dans le titre... Je voudrais pouvoir faire en sorte qu'un héros (Legolas, et Aragorn je pense) puisse monter à cheval. Je ne sais pas du tout comment faire, ni par où commencer... Mais déjà, est-ce que c'est possible par de simples modif' de l'ini ? Je veux dire, y'a t-il un truc insurmontable du genre "créer le modèle en 3d du héros à cheval" ??? Si c'est le cas, je laisse tomber d'avance car c'est pas du tout mon domaine...! Si tout cela est possible, j'ai quelques interrogations : -Quel bouton dois-je rajouter dans le commandset du héros ? (bouton qui est normalement déjà dans le commandbutton, pour gandalf , eomer...ect) -Et, dans le weapon.ini, je vois que pour les persos qui montent à cheval y'a tout un "module" pour leur attaque lorsqu'ils chevauchent. Là encore, je me demande ce que je dois insérer pour mon héros... Merci d'avance ( mais je m'attend à ce que cela ne soit pas faisable... | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Lun 1 Mar - 17:39 | |
| J'ais un problème legerement similaire. J'ais créer bafor, il a l'apparence d'un elfe de la lorient, mais n'acordant pas trop d'importance a l'envelope exterieur pour le moment, je ne charche pas a lui donner toujour la mème tete. La jéssay de plus donner la capacité de monter a cheval, C'est un archer, j'ais donc tout repris (model, annim, ect...au cavalier archer du lindon et j'ais regarder sur glorfindel pour voir comment on faisait monter un heros). j'ais presque obtenu se que je voulais si se n'est l'éffet chwin-gum de mon cheval et que les annimation ne marche pas...voila un exemple:[img] [/img] si on regarde bien on vois un bonhomme au milieu de se qui devrais ètre un cheval, ça doit venir du model ou du skeletone mais je ne trouve pas, c'est grave docteur? vous voulez mes code? | |
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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
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Lun 1 Mar - 18:51 | |
| Bien, mes reche avance, je sais desormais pourquoi ça fait ça, je sais mème comment y remedier. tout se trame ici :
DefaultModelConditionState Model = EULorArch_SKN Skeleton = RUElfWar_SKL
WeaponLaunchBone = PRIMARY ARROW End
;-----Spear----- ModelConditionState = USER_2 MOUNTED Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End
;-----Bow----- ModelConditionState = MOUNTED ; swapping to spear Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End Bien, en rouge, c'est l'apparence de base de mon perso. En vert, c'est l'apparence de base des cavaliers archers du lindon (dans le code original ou retrouve "DefaultModelConditionState" au lieu de "ModelConditionState = USER_2 MOUNTED ". En bleu, c'est l'apparence final de calaviers archers du lindon.
a la base on a ce code pour les chevaliers archers :
;-----Spear----- DefaultModelConditionState Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End
;-----Bow----- ModelConditionState = SWAPPING_TO_WEAPONSET_2 ; swapping to spear Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End
sauf que si je le met tel quel, game crash car 2 DefaultModelConditionState si je ne met que la partie en bleu : mon joli p'tit cheval victime de malformation. si j'enlève ma partie, mon perso sort deja en cheval un pet foireux et immobil, je le fait monter, et ça me donne le resulta voulu. Conclusion, pour voir mon perso bien monter a cheval, il me faut les deux codes. mais pour etre a pied il me faut mon 1èr code, alors une solution svp? | |
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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: Permettre à un héros de monter à cheval Lun 1 Mar - 22:14 | |
| Tu sait, le code en vert est inutile car il a le meme model que le code en bleu si le cavalier est MOUNTED Ensuite j'ai pas vu le reste de ton module draw (poste le en spoiler), mais ca se trouve tu a mis les anims à pied avant les anims à cheval alors qu'il faut d'abord mettre les anims à cheval... Au pire, tu utilises 2 modules Draw : Le premier : avec un model par défaut (à pied) et aucun model en MOUNTED ("Model = None" à la ligne du model) Le deuxieme :aucun model par défaut et le model à cheval en MOUNTED PS : les anims c'est vraiment casse tête | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Lun 1 Mar - 22:18 | |
| oki voici le code actuel, attention, c'est du lourd... - Spoiler:
;;====================== MODELS ================================================================
; DefaultModelConditionState ; Model = EULorArch_SKN ; Skeleton = RUElfWar_SKL ; ; WeaponLaunchBone = PRIMARY ARROW ; End
;-----Spear----- DefaultModelConditionState Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End
;-----Bow----- ModelConditionState = MOUNTED ; swapping to spear Model = EURivenArch_SKN WeaponLaunchBone = PRIMARY FIREAROWTIP End
;;================== ANIMATIONS A CHEVAL================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING 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 MOUNTED Animation = splatted AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING MOUNTED Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED 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_A MOVING TURRET_ANGLE_90 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_A MOVING TURRET_ANGLE_180 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_A MOVING TURRET_ANGLE_270 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_A MOVING 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 MOUNTED Animation = BACKING UP AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER MOUNTED Animation = WLKA AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED MOUNTED Animation = Moving_Engaged AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING MOUNTED ; Animation = Walk1 ; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE MOUNTED Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DECELERATE MOUNTED Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_DECL AnimationMode = LOOP AnimationSpeedFactorRange = 0.55 0.55 End Flags = RANDOMSTART End
AnimationState = MOVING 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_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 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_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 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_A WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 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_A WEAPONSET_PLAYER_UPGRADE USER_2 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_A TURRET_ANGLE_90 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_A TURRET_ANGLE_180 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_A TURRET_ANGLE_270 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_A 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_A MOUNTED Animation = BetweenFiringShots AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR MOUNTED Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED Animation = Apprehensive AnimationName = RURhrmArch_SKL.RURhrmArch_APPA AnimationMode = LOOP ; Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID 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 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 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 MOUNTED Animation = Pointing1 AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
AnimationState = ATTACKING MOUNTED Animation = Reloading AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
; Swapping to bow ----- AnimationState = RAISING_FLAG 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 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 IdleAnimationState = MOUNTED StateName = Idle Animation = IDLB AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB AnimationMode = LOOP End End TransitionState = TRANS_Idle_to_SelectedWEAPONSET1 MOUNTED Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_SpearAway_To_SelectedWEAPONSET1 MOUNTED; get bow out Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_Selected_to_IdleWEAPONSET1 MOUNTED 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 MOUNTED ; get bow out Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End ;;================== ANIMATIONS =================================================================
; ------ Flying ------- ; AnimationState = PASSENGER StateName = STATE_Grabbed Animation = Bow AnimationName = RUElfWar_FLLB AnimationMode = LOOP End End AnimationState = FREEFALL StateName = STATE_Falling Animation = Bow AnimationName = RUElfWar_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End End AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation = Sword AnimationName = RUElfWar_FLYB AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "Ready_Bow" or PrevState == "Moving_Bow" or PrevState == "Bored_Bow" ;;;;;;#TODO put in various bow states here then CurDrawableShowSubObject("arrownock") return "WantSword" elseif PrevState == "STATE_Fly" then if PrevAnim == "Bow" or PrevAnim == "WantSword" then CurDrawableShowSubObject("arrownock") return "WantSword" end end CurDrawableHideSubObject("ArrowNock") return "Sword" EndScript End AnimationState = DYING BURNINGDEATH Animation AnimationName = RUElfWar_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING DEATH_1 SPLATTED StateName = STATE_Dead Animation = Bow AnimationName = RUElfWar_LNDA AnimationMode = ONCE End End ; ------ Dying ------- ; AnimationState = DYING DEATH_1 Animation = Bow1 AnimationName = RUElfWar_DIEB AnimationMode = ONCE End Animation = Bow2 AnimationName = RUElfWar_DIEBV5 AnimationMode = ONCE End Animation = WantBow AnimationName = RUElfWar_LNDB AnimationMode = ONCE End BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then CurDrawableHideSubObject("ArrowNock") return "WantBow" end if GetClientRandomNumberReal(0,2) < 1 then CurDrawableShowSubObject("arrownock") return "Bow1" else CurDrawableShowSubObject("arrownock") return "Bow2" end EndScript End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RUElfWar_IDLDX1 AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = RUElfWar_IDLE AnimationMode = LOOP End End
AnimationState = BURNINGDEATH Animation AnimationName = RUElfWar_MFDA AnimationMode = LOOP Distance = 40 End
End
AnimationState = STUNNED_STANDING_UP StateName = STATE_GetUp Animation = Bow AnimationName = RUElfWar_GTPB AnimationMode = ONCE End Animation = WantBow AnimationName = RUElfWar_GTPSX1 AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_GetUp" or PrevState == "STATE_Land" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then CurDrawableHideSubObject("ArrowNock") return "WantBow" end else CurDrawableShowSubObject("arrownock") return "Bow" end EndScript End AnimationState = STUNNED StateName = STATE_Land Animation = Bow AnimationName = RUElfWar_LNDA AnimationMode = ONCE End Animation = WantBow AnimationName = RUElfWar_LNDB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES3 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then CurDrawableHideSubObject("ArrowNock") return "WantBow" end end CurDrawableShowSubObject("arrownock") return "Bow" EndScript End
;;======== TERROR AnimationState = MOVING EMOTION_TERROR StateName = Moving_Bow Animation = RunAway_3 AnimationName = RUElfWar_RUNOT3 AnimationMode = ONCE Distance = 40 End Animation = RunAway_2 AnimationName = RUElfWar_RUNOT4 AnimationMode = ONCE Distance = 40 End Animation = RunAway AnimationName = RUElfWar_RUNB AnimationMode = ONCE Distance = 40 End Animation = finishrun_s AnimationName = RUElfWar_RUNN AnimationMode = ONCE AnimationBlendTime = 0 Distance = 40 End Animation = runtrans_sb AnimationName = RUElfWar_RUNT AnimationMode = ONCE AnimationBlendTime = 5 Distance = 70 End Animation = runtrans_bs_finish AnimationName = RUElfWar_RUNC AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = RunAway_noblend AnimationName = RUElfWar_RUNB AnimationMode = ONCE AnimationBlendTime = 0 Distance = 40 End Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES BeginScript PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "Moving_Sword" then if PrevAnim == "runtrans_bs" then return "runtrans_bs_finish" elseif PrevAnim == "finishrun_b" then return "RunAway_noblend" else return "finishrun_s" end elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" then return "runtrans_sb" elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b" then return "RunAway_noblend" else Num = GetClientRandomNumberReal(0,7) if Num < 1 then return "RunAway_2" elseif Num > 6 then return "RunAway_3" else return "RunAway" end end EndScript End
; ------ Attacking ------- ; AnimationState = PREATTACK_A Animation = ReadyToDrawn AnimationName = RUElfWar_ATKA1 AnimationMode = ONCE AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! End BeginScript CurDrawableShowSubObject("ArrowNock") EndScript End
AnimationState = FIRING_OR_RELOADING_A StateName = STATE_Firing Animation = OneFrameOfShooting AnimationName = RUElfWar_ATKA2 AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 1.5 1.5 End Flags = START_FRAME_FIRST BeginScript CurDrawableShowSubObject("ArrowNock") EndScript End AnimationState = PREATTACK_C Animation = ReadyToDrawn AnimationName = RUElfWar_ATKA1 AnimationMode = ONCE AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! End BeginScript CurDrawableShowSubObject("ArrowNock") EndScript End
AnimationState = FIRING_OR_RELOADING_C StateName = STATE_Firing Animation = OneFrameOfShooting AnimationName = RUElfWar_ATKA2 AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 1.5 1.5 End Flags = START_FRAME_FIRST BeginScript CurDrawableShowSubObject("ArrowNock") EndScript End ;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP StateName = STATE_BackingUp Animation = Bow AnimationName = RUElfWar_BAKB AnimationMode = LOOP End Animation = WantBow AnimationName = RUElfWar_BAKS AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "STATE_BackingUp" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then return "WantBow" end end return "Bow" EndScript End ; ------------ Moving ------------- ;
AnimationState = MOVING StateName = Moving_Bow SimilarRestart = Yes Animation = run_b AnimationName = RUElfWar_RUNB AnimationMode = LOOP Distance = 40 End Animation = finishrun_s AnimationName = RUElfWar_RUNS AnimationMode = ONCE AnimationBlendTime = 0 Distance = 40 End Animation = runtrans_sb AnimationName = RUElfWar_RUNT AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runtrans_bs_finish AnimationName = RUElfWar_RUNC AnimationMode = ONCE AnimationBlendTime = 0 Distance = 70 End Animation = runnoblend_b AnimationName = RUElfWar_RUNB AnimationMode = LOOP AnimationBlendTime = 0 Distance = 40 End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "Moving_Sword" then if PrevAnim == "runtrans_bs" then return "runtrans_bs_finish" elseif PrevAnim == "finishrun_b" then return "runnoblend_b" else return "finishrun_s" end elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" or PrevAnim == "WantBow" then return "runtrans_sb" elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b" then return "runnoblend_b" else return "run_b" end EndScript End
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; AnimationState = CONTINUOUS_FIRE_MEAN ;;;;;;;;;HACK TO STOP JITTERS ; Animation = HangFrameWhileCoasting ; AnimationName = RUElfWar_ATKA2 ; AnimationMode = MANUAL ; AnimationBlendTime = 0 ; End ; Flags = START_FRAME_LAST ; ; BeginScript ; CurDrawableShowSubObject("ARROWNOCK") ; if CurDrawablePrevAnimationState() == "STATE_Firing" then CurDrawableAllowToContinue() end ; EndScript ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ;;;; ; ;;;; VERY IMPORTANT ARCHER INFORMATION ; ;;;; THIS WILL STOP THE JITTERS, AND BEST ; ;;;; YET, IT'S A COMPLETE HACK! Just look above. ; ;;;; We say that if we get into this state ; ;;;; from firing, just continue to fire. DONE. ; ;;;; ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; End ; AnimationState = CONTINUOUS_FIRE_SLOW ; StateName = Ready_Bow ; Animation = PutAwayArrow ; AnimationName = RUElfWar_ATKA3 ; AnimationMode = ONCE ; End ; ; BeginScript ; CurDrawableShowSubObject("ARROWNOCK") ; EndScript ; End ;;;--------------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID StateName = STATE_Emotion_Bow Animation = Bow AnimationName = RUElfWar_FERB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = Bow2 AnimationName = RUElfWar_FERB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end end EndScript End ; -------- Alert ------- ; AnimationState = EMOTION_ALERT StateName = Ready_Bow Animation = IDLB AnimationName = RUElfWar_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End AnimationState = ENGAGED StateName = Ready_Bow Animation = IDLB AnimationName = RUElfWar_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End AnimationState = ATTACKING StateName = Ready_Bow Animation = IDLB AnimationName = RUElfWar_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End ;;------------ EMOTIONS ------------------------------------------------------------------ ;;======= AFRAID
AnimationState = EMOTION_AFRAID StateName = STATE_Emotion_Bow Animation = Bow AnimationName = RUElfWar_FERB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = Bow2 AnimationName = RUElfWar_FERB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end end EndScript End ;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Bow Animation = Bow AnimationName = RUElfWar_CHRB AnimationMode = ONCE End Animation = Bow2 AnimationName = RUElfWar_CHRB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") elseif PrevState == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end EndScript End
;;====== TAUNTING
AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Bow Animation = Bow1 AnimationName = RUElfWar_TNTB AnimationMode = ONCE End Animation = Bow2 AnimationName = RUElfWar_TNTB ; RUElfWar_TNTBX anim does not exist AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") elseif PrevState == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end EndScript End
;;====== POINTING
AnimationState = EMOTION_POINTING StateName = STATE_Emotion_Bow Animation = Bow AnimationName = RUElfWar_PNTA AnimationMode = ONCE End Animation = Bow2 AnimationName = RUElfWar_PNTA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") elseif PrevState == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end EndScript End AnimationState = RAISING_FLAG StateName = STATE_Emotion_Bow Animation = Bow AnimationName = RUElfWar_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Bow2 AnimationName = RUElfWar_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; ------ Selected ------ ;
AnimationState = SELECTED StateName = Selected_Bow Animation = ATNE AnimationName = RUElfWar_ATNE AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow") end if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RS_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End ; --------- Hit Reactions ---------- ;
; AnimationState = HIT_REACTION HIT_LEVEL_1 ; StateName = Bored_Bow ; Animation = Hit_Level_1_a ; AnimationName = RUElfWar_HITB ; AnimationMode = ONCE ; AnimationSpeedFactorRange = .9 .9 ; End ; End ; ------- Bored -------- ; IdleAnimationState StateName = Bored_Bow Animation = IdleBowB AnimationName = RUElfWar_IDLDX1 AnimationMode = ONCE End Animation = IdleBowD AnimationName = RUElfWar_IDLD AnimationMode = ONCE End Animation = IdleNoFidget AnimationName = RUElfWar_IDLE AnimationMode = ONCE AnimationPriority = 20 End Animation = IdleNoFidget2 AnimationName = RUElfWar_IDLE AnimationMode = ONCE AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "TRANS_SB_Bow" or Prev == "TRANS_RB_Bow" then return "IdleNoFidget" end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SB_Bow") end if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RB_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End
;----------------- Bow Transitions -------------------------;
TransitionState = TRANS_BS_Bow Animation = ATND AnimationName = RUElfWar_ATND AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_SR_Bow Animation = ATNE AnimationName = RUElfWar_ATNF AnimationMode = ONCE End End TransitionState = TRANS_SB_Bow Animation = ATND AnimationName = RUElfWar_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RS_Bow Animation = ATNF AnimationName = RUElfWar_ATNF AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_BR_Bow Animation = IDLB AnimationName = RUElfWar_IDLB AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RB_Bow Animation = IDLD AnimationName = RUElfWar_IDLD AnimationMode = ONCE AnimationBlendTime = 20 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 #include "..\..\..\includes\StunDrawModuleSmall.inc"
PS justement si j'enlève le bleu ou le vert (qui sont effectivement identique), ça me donne se style "tombé d'un arbrer en se prenant toute les branche au passage"XD | |
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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: Permettre à un héros de monter à cheval Lun 1 Mar - 22:35 | |
| il faut peut etre que tu précise le skeleton dans le code en bleu ou en vert - Code:
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Skeleton = RURhrmArch_SKL Je crois que c'est celui la | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Lun 1 Mar - 22:51 | |
| Deja éssayé Mais tu avait raison, j'ais fait 2 moduldraw, et ça marche presque, il y a tout de mème un petit souci, il apparait au milieu mon draw de l'elfe de la lorient=/ qui plus mon cheval fait toute les annims sauf attaque... Il faut enfaite que j'arrive vraiment a remplacer les models, fair que quand s'en est un, ce n'est pas l'autre, il faudrais pour sela que le fait de monter a cheval me donne un upgrade, après tout serais plus simple... | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Mar 2 Mar - 16:39 | |
| rho a pied j'ais bien mon elfe a pied... Mhhh...c'est le but oui... Mais a cheval aussi!XD Mhhh...c'est pas le but...=/ quelqu'un a une idée pour envelver le DefaultModelConditionState quand le ModelConditionState = MOUNTED et activé? Pourquoi ce heros s'obstinet-il a devenir mutan??? | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Mar 2 Mar - 20:37 | |
| Appelez moi..."cherche pandant des heures un truck simple... c'était un simple code a mètre après mon defaultmodelconditionstate : ModelConditionState = MOUNTED Model = NONE End merci tout de mème de ton aide dieu Cdd, ça fait du bien cette satisfaction quand on a trouvé!=) | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Mer 3 Mar - 16:55 | |
| Re, j'ais un nouveau peoblème que je n'arrive a a resoudre depuis hière soire. Je veut que mon heros prennent une arme secondaire lorsqu'il monte a cheval, c'est bon, maois les annimation d'attaque n'on pas lieu lorsqu'on utilise le weapon secondary, et il me faut absolument le weapon primary et secondary car sinon il y a un modul qui ne doit marcher que quand il est a cheval : - Code:
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Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = RohirrimFunctions AttackPriority = AttackPriority_Cavalry Turret TurretTurnRate = 360 ; turn rate, in degrees per sec ControlledWeaponSlots = SECONDARY End BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY End ça c'est l'attaque qu'il doit fair quand il est sur le cheval, soit pouvoir attaquer a 360° sans fair tourner le cheval, ce n'est que le cavalier qui se tourne sur sa selle. Si je met primary pour les deux ames, toute les annims marche, mais mon heros peut tirer a 360° mème a pied donc ça fait pas logique : il vise en haut, la fleche par en bas (là ou se trouve les ennemis) j'ais essayer d'inverser, de matre l'arc a pied en arme secondaire, et c'est la que les annim ne marchent pas, en faite, les annims d'attaque ne marche pas sur une arme secondaire, quelqu'un en connait la raison ou le remede? | |
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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: Permettre à un héros de monter à cheval Mer 3 Mar - 21:21 | |
| Je ne sais pas si ce module peut s'activer/désactiver selon que le héro est a pied ou a cheval... je suppose que t'as copié ca sur les rohirrim ? | |
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Bafor Moddeur confirmé
Nombre de messages : 297 Age : 31 Add-On : Oui Date d'inscription : 08/05/2009
| Sujet: Re: Permettre à un héros de monter à cheval Mer 3 Mar - 23:34 | |
| hum...Chevalier archer du lindon.
Mais mon heros n'as pas la mème arme a pied et a cheval, si tu veut, il y a 2 weapon (ben oui il tire moin vite a cheval qu'as pied alors...xD)BERF... quand je au niveau du system, si je met mon arc "baformountedbow" en weapon SECOONDARY, le truk marche il tire en cavalant, peut se tirer en tournant le dos a la cible, mais il ne fait pas ces annimation, demème si je met baforbow en SECEONDARY et baformountedbow en PRIMARY (dans le modul je met PRIMARY) la pour mon cheval c'est parfait, franchement c'est magnifique car a la base les chevaliers archer ne peuvent pas tirer en courant, mais j'ais activer la fonction et les annims, ça marche c'est fantastique. Mais quand bafor est a pied, il ne fait pas les annims d'attaque qu'il devrais alors faire. Quelque soit les heros ou unite, quand je met l'arme de base en arme SECONDARY, les annims ne se joue pas, j'ais éssay quelques condition dans les annims, mais rien a fair. Exemple j'ais mis WEAPONLOCK_SECONDARY, ça marche pas. heu attend j'vien de remarquer un truck j'edit après Arf, j'ais vu que les TERTIARY était plus utilisé que le SECONDARY...un instant j'ais cru que le secondary ne faisai pas d'animation d'attaque mais le tertiry et primaary si...se qui et stupide puisque legolas utilise secondary pour ses couteaux et l'annim va bien... Je ne comprend pas ou et pourquoi ça merde, quesque je ne fait pas comme il faut? | |
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| Sujet: Re: Permettre à un héros de monter à cheval | |
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| Permettre à un héros de monter à cheval | |
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