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Archers Firing while moving


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#1 Fingulfin

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Posted 29 June 2006 - 03:47 AM

Does anyone know how to make it so archers can attack while moving? I know certain swordsmen and pikemen can, but I can't find out what makes it so. Any Ideas?
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#2 Feanor

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Posted 29 June 2006 - 06:56 AM

say listen you could do it with the code for chasing after the enemy you know when they attack the fleeeing enemy units .......I think that would work :dry:

Edited by Feanor, 29 June 2006 - 06:56 AM.

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#3 Cobra

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Posted 29 June 2006 - 06:59 AM

im gonna have a look at generals..........

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#4 Juissi

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Posted 29 June 2006 - 09:58 AM

But wouldnt it need new animation also? Its just a guess but still I dont know how they could attack but sill move with old animations.

#5 Argolis

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Posted 29 June 2006 - 10:48 AM

They would need a new anim. otherwise it would just look shoddy.
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#6 ched

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Posted 29 June 2006 - 10:49 AM

Turret logic.
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#7 Feanor

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Posted 29 June 2006 - 11:14 AM

oh yeah thanks ched that really helps lol :dry:

anyway I could snach some anims from generals

Edited by Feanor, 29 June 2006 - 11:15 AM.

'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

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#8 ched

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Posted 29 June 2006 - 12:00 PM

oh yeah thanks ched that really helps lol :dry:


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#9 Cobra

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Posted 29 June 2006 - 01:06 PM

i just did a quick search now and no it doesnt help alot :dry:

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#10 King of Universe

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Posted 29 June 2006 - 01:08 PM

Yes it does. But I asked Gil-Galad on PM about this a while ago. I was tinking to use it for QFME, but never got that far.

Open the rohirrim archer up in renx and look for the bone that would be the rotating spot. Put the name of it after this code that you should insert in every model condition state

Turret			  = Bone

(Bone is the bone name that youve found)

Then add this under their weapon, found in the weapon.ini

RotatingTurret			= Yes
  CanFireWhileMoving		= Yes

then replace the AIUpdateInterface with this one to the object code for rohirrim archers

Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
		AILuaEventsList				= RohirrimFunctions
		AttackPriority				= AttackPriority_Cavalry
		Turret
			TurretTurnRate			= 180; turn rate, in degrees per sec
			ControlledWeaponSlots	= PRIMARY
		End
	End

There ya go tell me how it goes


It's for the rohirrim, but that should be to important :dry:

Edited by King of Universe, 29 June 2006 - 01:11 PM.

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#11 Feanor

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Posted 29 June 2006 - 01:32 PM

hmm I could make a running firing animation :dry:

that may be a limitation of the game

basicaly while charging the would fire at the same time or when moving away the would keep shooting to cover the flanks....

Edited by Feanor, 29 June 2006 - 01:47 PM.

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#12 Dain Ironfoot

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Posted 29 June 2006 - 05:27 PM

There are ALREADY moving while firing anims for the rohirrim. They can be seen if you move a siege weapon into the middle of a firing group of rohirrim. Or in w3d viewer.

And some of the best modders including Deezire tried to get it working.. it's pretty much impossible..

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#13 |MeMw|Elessar

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Posted 29 June 2006 - 05:32 PM

actualy there was a mod a while back i cant remeber it (on mev) and it had rohirim firing while moving look for it maybe it will help
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#14 Feanor

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Posted 29 June 2006 - 05:35 PM

on mev was it a topic :lol:
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#15 Kelso

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Posted 29 June 2006 - 05:40 PM

You can do it but it looks terrible. The downfall of using turret logic is that there is no way to limit the rotation, so archers on horseback will turn around completely to fire at something. It works, but it doesn't look natural.
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#16 Cobra

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Posted 29 June 2006 - 05:43 PM

this would be for infantry though......

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#17 Bart

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Posted 29 June 2006 - 07:28 PM

didn't hostiles explanation in the user submited forum mention being able to limit the rotation?
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#18 Pixel

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Posted 29 June 2006 - 07:41 PM

actualy there was a mod a while back i cant remeber it (on mev) and it had rohirim firing while moving look for it maybe it will help

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#19 Hostile

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Posted 29 June 2006 - 07:50 PM

You can set the limit of the firing arcs of the archers, the original people who used turrets to get the archers working never set the limits on the firing arc. Should be set to about 150 degrees or so.

#20 Feanor

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Posted 29 June 2006 - 08:21 PM

I'm sure that means somthing to argolis...but too codey for me :lol:
'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

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