Imladris production Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu |
| | Héro.ini sans anim | |
| | Auteur | Message |
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Ryuk Nouveau
Nombre de messages : 14 Age : 34 Add-On : Oui Date d'inscription : 25/03/2014
| Sujet: Héro.ini sans anim Mar 15 Avr - 3:28 | |
| Voila voila voila alors je vous expliqué le ptit bug, j'ai créée un héro appelé Makumi.ini, et j'ai voulu lui donné l'apparence, animation, ect de un archer femme elfe de CAH, au final sa donne pas se que j'imaginai, j'ai essayer avant ça avec l’apparence de Eowyn et Legolas et cela fonctionnai niquel, mais la chez pas les module de CAH sont bizarre pas habituelle a mes yeux je crois xD, enfin la je suis au stade ou mon héro a l'apparence que je veux mais elle bouge pas, elle se tient en forme de croix et ces main et pied bouge pas, quand elle marcher bein en fait elle glisse alors voila si quelqu'un a une idée. voila un peu le code que j'ai mit, y a certainement des chose inutile mais bon - Code:
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;------------------------------------------------------------------------------ ; ; Makumi.ini ; ;------------------------------------------------------------------------------ ; aka Makumi Object ElvenMakumi
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPArwen ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HICAHFemaleElvenArcher ;HICAHFemaleElvenArcher_wotr
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Makumi
;Upgrade_CHW8
Draw = W3DScriptedModelDraw MithlondBow
DefaultModelConditionState Model = CHAR_FE_C_SKN Skeleton = CHAR_FE_C_SKL ModelAnimationPrefix = CHAR_FE PortraitImageName = CPFemaleElfArcher ButtonImageName = HICAHFemaleElvenArcher WeaponLaunchBone = PRIMARY ARROW ;AttachToBoneInAnotherModule = B_HAND_L
End
ModelConditionState = CREATE_A_HERO_15 INVISIBLE_STEALTH
WeaponLaunchBone = PRIMARY B_Hand_L ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:SPAWN PersistID:101 WeaponLaunchBone = PRIMARY ARROW End ModelConditionState = CREATE_A_HERO_15
WeaponLaunchBone = PRIMARY B_Hand_L ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:HOLD PersistID:101 WeaponLaunchBone = PRIMARY ARROW End End // All faction icon. Draw = W3DScriptedModelDraw ModuleTag_IconDraw DefaultModelConditionState Model = none End ModelConditionState = PREORDER CREATE_A_HERO_11 ; Troll 1 Model = IconLarge End ModelConditionState = PREORDER CREATE_A_HERO_10 ; Troll 2 Model = IconLarge End ModelConditionState = PREORDER Model = Icon ;End End
//================== ANIMATIONS =================================================================
//----------- Special Create A Hero Creation Screen Animations --------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_SELF CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineSelf Animation = ExamineSelf AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_WEAPON_RIGHT CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineWeapon Animation = WeaponSwap AnimationName = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75 StateName = STATE_SwapModels Animation = WeaponSwap AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = MANUAL AnimationBlendTime = 0 End End
//----------------------------------------------------------------------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER StateName = STATE_SelectedCheer Animation = Foot_ATNB // Bored Idle AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 20 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 20 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 20 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Unselected" then CurDrawableSetTransitionAnimState("Trans_SelectedCheer") end // if Prev == "STATE_SwapModels" then // CurDrawableSetTransitionAnimState("Trans_SwapModels") // end EndScript End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN StateName = STATE_Unselected Animation = Foot_ATNB // Bored Idle AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 10 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_SwapModels" then CurDrawableSetTransitionAnimState("Trans_SwapModels") end EndScript End
TransitionState = Trans_ExamineWeapon Animation = Transition AnimationName = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_ExamineSelf Animation = Transition AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_SelectedCheer Animation = Transition AnimationName = #(MODEL)_C_SLCA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SwapModels StateName = STATE_Unselected Animation = Transition AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationBlendTime = 0 End End
//----------- Climbing/rappelling --------------- AnimationState = CLIMBING WEAPONSET_TOGGLE_1 StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end EndScript End TransitionState = Trans_RunningToClimbing_WeaponToggle Animation = Transition AnimationName = #(MODEL)_B_WALA AnimationMode = ONCE End End
AnimationState = CLIMBING StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end EndScript End TransitionState = Trans_RunningToClimbing Animation = Transition AnimationName = #(MODEL)_U_WALA AnimationMode = ONCE End End
AnimationState = RAPPELLING WEAPONSET_TOGGLE_1 StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End AnimationState = RAPPELLING StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End TransitionState = Trans_ClimbingToRappelling Animation = Transition AnimationName = #(MODEL)_U_WALC AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning_WeaponToggle Animation = Transition AnimationName = MUGblnSwrd_B_WALE AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning Animation = Transition AnimationName = MUGblnSwrd_U_WALE AnimationMode = ONCE End End
// --------- MOUNTED ------------
// --- Dying Anims AnimationState = DYING AFLAME MOUNTED Animation = Fire AnimationName = #(MODEL)_M_MFDA AnimationSpeedFactorRange = 0.9 1.1 End BeginScript CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown... EndScript End
AnimationState = DYING SPLATTED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End AnimationState = DYING MOUNTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
AnimationState = FREEFALL MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = PASSENGER MOUNTED Animation AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack. Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
// --- Moving Anims AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING BACKING_UP MOUNTED Animation AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation AnimationName = #(MODEL)_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None CalvaryDustTrails End
// --- Selected Anims AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdleMounted Animation = ATNB AnimationName = #(MODEL)_M_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation AnimationName = #(MODEL)_M_ATNA AnimationMode = ONCE End End
// --- Idle Anims AnimationState = MOUNTED Animation AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --------- UNMOUNTED ------------
//------------------ DYING -------------------------------------------------------------
// --- Flying through the air. AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
// --- Dying anims AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_DIEA AnimationMode = ONCE End End
AnimationState = DYING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_DIEA AnimationMode = ONCE End Animation = GUHero_DIEB AnimationName = #(MODEL)_U_DIEB AnimationMode = ONCE End End
// --- Stunned anims
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
//------------------ SPECIAL POWER ANIMS ---------------------
// RAIN OF ARROWS SPECIAL POWER // AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1 StateName = rainofarrows Animation AnimationName = #(MODEL)_B_ATKA2 AnimationMode = LOOP End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// DOMINATE SPECIAL POWER // AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = #(MODEL)_U_LVLA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// TELEPORT SPECIAL POWER // AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
//--------------------- Wound Arrow anim AnimationState = SPECIAL_WEAPON_TWO StateName = STATE_Bow Animation AnimationName = #(MODEL)_U_SPCL #(MODEL)_U_ATKC AnimationMode = ONCE End FrameForPristineBonePositions = 59 BeginScript CurDrawableShowSubObject("arrow") EndScript End //------------------ ATTACKING -------------------------------------------------------------------- // Attacking Anims [Weapon_A]
// AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A // Animation = TrotAndFire // AnimationName = #(MODEL)_U_ATRA // AnimationMode = LOOP // End // Flags = RANDOMSTART // StateName = RunAndSwing // End // // AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 // StateName = STATE_Sword // // Animation = ATKD // AnimationName = #(MODEL)_U_ATKD // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKE // AnimationName = #(MODEL)_U_ATKE // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKF // AnimationName = #(MODEL)_U_ATKF // AnimationMode = ONCE // AnimationSpeedFactorRange = 1.47 1.47 // End // Flags = RESTART_ANIM_WHEN_COMPLETE // // FrameForPristineBonePositions = 59 // BeginScript // Prev = CurDrawablePrevAnimationState() // if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end // EndScript // End
//------------------ MOVING -------------------------------------------------------------
AnimationState = MOVING USER_4 // Moving slaughter StateName = Slaughter Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation = GUHero_ATKE AnimationName = #(MODEL)_U_ATKE AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
//--- Running with bow AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_RunningBow Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_B_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end EndScript End
//--- Running with sword AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_U_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end EndScript End
//--------------------------------------------------- //New style firing with bow AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning //AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = #(MODEL)_B_ATKA2 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationSpeedFactorRange = 1.1 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for //AnimationBlendTime = 10 End End //---------------------End New style firing
//AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1 // Animation = HangFrameWhileCoasting // AnimationName = #(MODEL)_B_ATKA2 // AnimationMode = MANUAL // End //End //AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1 // //StateName = STATE_Idle_Bow // Animation = PutAwayArrow // AnimationName = #(MODEL)_U_ATKA3 // AnimationMode = ONCE // End //End //End New style firing //---------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning End End
AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
//-------------------- HIT REACTIONS -----------------------------------------------------------
// this hit animation attack stance AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = #(MODEL)_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = #(MODEL)_U_HITB AnimationMode = ONCE End
BeginScript PrevAnim = CurDrawablePrevAnimation() if PrevAnim == "Foot_IDLB" then return "Sword_HITB" else return "Swort_HITA" end EndScript End
//------------ SPECIAL POWERS ------------------------------------------------------------------
AnimationState = THROWN_PROJECTILE Animation AnimationName = #(MODEL)_U_LEP2 AnimationMode = LOOP End End
AnimationState = ABOUT_TO_HIT Animation AnimationName = #(MODEL)_U_LEP3 AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End
// WORD OF POWER ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End //FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
// WIZARD BLAST ANIMS MOUNTED // AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = #(MODEL)_U_SPLD #(MODEL)_U_ATKA AnimationMode = ONCE End End // WIZARD BLAST ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// ISTARI LIGHT STAFF WEAPON MOUNTED // AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCD #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
// ISTARI LIGHT STAFF WEAPON ON FOOT // AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ; Throwing and cripple strike AnimationState = SPECIAL_WEAPON_FOUR StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End FrameForPristineBonePositions = 44 End
AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCE AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCF AnimationMode = ONCE End End
// Special Power 1 AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// (specific) dwarf train allies. AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = #(MODEL)_U_SPCC AnimationMode = LOOP End End
// Special Power 2 AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_2 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End //----------- Captain of Gondor - Sword -------------------------------------------- AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1 StateName = CaptainPower Animation = GUHero_CHRC AnimationName = #(MODEL)_U_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
//----------- Captain of Gondor - Bow ----------------------------------------------- AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD AnimationMode = ONCE // AnimationSpeedFactorRange = 0.75 0.75 End End
// Special Power 3 AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End // Special Power 4 AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End // Special Power 5 // AnimationState = PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End // AnimationState = PACKING_TYPE_5 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = #(MODEL)_U_SPCB AnimationMode = ONCE End End // Special Power 6 // AnimationState = PACKING_TYPE_6 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_6 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_6 PACKING Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End End
//====== LEVELED AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_B_CHRA #(MODEL)_B_LVLA AnimationMode = ONCE End End
AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_LVLA AnimationMode = ONCE End End
//---------------------- EMOTIONS ---------------------------------------------------------------
// cheer, mounted AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = #(MODEL)_M_CHRA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, w/ bow on foot AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // raise flag, w/ bow on foot AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = RAISING_FLAG Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, mounted AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = #(MODEL)_M_TNTA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, w/ bow on foot AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, on foot AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_TNTB #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // Animation // AnimationName = RUMerry_CHRA // AnimationMode = ONCE // End // Animation // AnimationName = RUMerry_CHRB // AnimationMode = ONCE // End // Flags = RESTART_ANIM_WHEN_COMPLETE // End // // AnimationState = EMOTION_TAUNTING // Animation // AnimationName = RUMerry_TNTB // AnimationMode = LOOP // End // End // // AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 // StateName = STATE_Ready_Rocks // Animation = IDLA // AnimationName = RUMerry_IDLA // AnimationMode = LOOP // End // End // AnimationState = EMOTION_ALERT // StateName = STATE_Ready_Sword // Animation // AnimationName = RUMerry_IDLB // AnimationMode = LOOP // End // End
//====== ENGAGED AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End // --- Idle Toggled
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Selected_Bow Animation = Selected_Loop AnimationName = #(MODEL)_B_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = #(MODEL)_U_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Idle_Bow Animation AnimationName = #(MODEL)_B_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = #(MODEL)_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = #(MODEL)_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End //Animation = Foot_IDLD // Bored Fidget // AnimationName = #(MODEL)_U_IBFB // AnimationMode = ONCE // AnimationPriority = 1 //End
BeginScript CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end EndScript End
//---transitions--------------------------------------------
TransitionState = TRANS_BoredToSelectedSword // Once we have proper animations for enter -> idle -> exit, fix this properly. Animation = ANTD AnimationName = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End
TransitionState = TRANS_BoredToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_CaptainBowToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End TransitionState = TRANS_SelectedToBoredBow Animation = ATNA AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword Animation = CUHero_STHA AnimationName = #(MODEL)_B_STHA AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow Animation = CUHero_STHB AnimationName = #(MODEL)_U_STHA AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword_Running Animation = DrawSwords AnimationName = #(MODEL)_B_STHB AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Running Animation = DrawBow AnimationName = #(MODEL)_U_STHB AnimationMode = ONCE End End
End
Donc en gros j'ai pris un draw dans createaherodrawmodules.inc, un model pour le archer femme elfe dans createaheromodels.inc, et j'ai copier tout ce qui avait dans createaheroanims.inc, je n'ai pas encore mit ce qui y avait dans createamountedheroanims.inc pour pas me compliqué les choses tant que je n'ai pas trouver l'autre problème. Merci pour vos futures réponses | |
| | | Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Héro.ini sans anim Mar 15 Avr - 19:18 | |
| Salut, le gros problème du Héros crée c'est justement que c'est une unités aux formes multiples, il est donc assez hard à utiliser... Je ne peux pas trop t'aider dessus, le seul truc que je sais dessus, c'est qu'il y a des sous objets qui peuvent être affichés ou masqués (arme, épaules, casque, etc...) Je pense que pour les animations, il te faut celle du héros de base (il ressemble à un guerrier du Gondor sans rien ) et que l'apparence d'elfes n'est qu'un skin qui s'adapte aux mouvements (les héros crées auraient alors tous la même animation dans toutes les situations... je n'y ai jamais vraiment fait attention mais ça tient la route ) Après dans ton code, y a des noms en dièse ("AnimationName = #(MODEL)_U_ATNF" par exemple) je pense que ça veut dire que le jeu ne doit pas prendre directement en compte l'animation mais aller la chercher ailleurs, genre dans un fichier général du héros crée. Mais comme tu n'as pas un héros crée, le jeu ne trouve pas les animations et ton perso n'est qu'un modèle 3D statique Essaies de trouver les animations général, qui doivent se trouver dans un fichier maître ("Create_a_hero.ini" par exemple ) | |
| | | Ryuk Nouveau
Nombre de messages : 14 Age : 34 Add-On : Oui Date d'inscription : 25/03/2014
| Sujet: Re: Héro.ini sans anim Jeu 17 Avr - 15:18 | |
| Merci Denescor - Citation :
- y a des noms en dièse ("AnimationName = #(MODEL)_U_ATNF
oui j'ai remarquer, je savais pas trop pourquoi, mais j'ai été prendre exemple sur d’autre héro, alors j'ai modifier les dièse, remplacer par le nom d’animation complet mais rien y fais y reste statique -_-' et dans le fichier createahero.ini lui même il n'y a rien, pour les anim il te ré-envoie dans createaheroanims.ini, je tourne en rond . Mais bon je m’arrête pas la, je continue a essayé, parce que je veux vraiment qu'il est l’aspect, mais aussi qu'elle bouge, cour, attaque, ect,... comme un héro archer femelle que l'on crée, je suis sur c'est un bête truc, une manip oublier ou une ligne. Enfin je vais continué, si quelqu'un a des idées ou une solution je suis tout ouïe | |
| | | Denescor Moddeur confirmé
Nombre de messages : 378 Age : 28 Location : Forodwaith... mais plus pour longtemps Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I Date d'inscription : 28/05/2013
| Sujet: Re: Héro.ini sans anim Jeu 17 Avr - 21:35 | |
| C'est vrai que c'est étrange, j'ai regardé les codes des héros crées (ce que je n'avais pas fais avant ) et je n'ai rien trouvé pour tes anims... Le fonctionnement du Héros crée est plutôt complexe... et je ne le comprends pas trop... La seule piste que j'ai c'est: Es-tu sur d'avoir bien mis les bons modules d'animations de l'archère ? Je t'avais dis qu'il devait tous être pareils mais je laissais un doute planer (n'étant pas expert dans la matière), tu as peut être copié les mauvais modules... Après pour savoir lesquelles prendre j'en sais rien, mais ça doit pouvoir se trouver Bonne Chance en tout cas | |
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| Sujet: Re: Héro.ini sans anim | |
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