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Adding different special pwoers

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#1 kryptonite

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Posted 18 January 2016 - 12:28 AM

Hello everyone,


this is just an example;


I gave word of power abilty to Balrog. i was just testing some new things


when i use the abilty, balrog starts the Breath animation. I couldnt change this animation.


i want balrog to use ignite animation when its preparing to use word of power skill.


could you please let me know how to chose the preparing animation when i use a new skill.
for example when i give this abilty to karsh (or any other abilty) hes doing the Whisper of Death animation.

#2 Echo



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Posted 18 January 2016 - 01:02 AM

Depends on your code. It has to do with this line (find it in WeaponFireSpecialAbilityUpdate):

        WhichSpecialWeapon        = 3 ;// For BFME 1, this can be anything from 1-3, in BFME 2 this can be anything from 1-6. 

Then, create a new animation block that looks like this:

        AnimationState            = SPECIAL_WEAPON_THREE UNPACKING ;// Depending on which special weapon you're using in the WeaponFire Module, add the proper extension behind SPECIAL_WEAPON (from _ONE to _SIX) 
            Animation = StartIgniteRoar
                AnimationName = MUBalrog_SKL.MUBalrog_IGNTA
                AnimationMode = ONCE

        AnimationState            = SPECIAL_WEAPON_THREE PACKING
            Animation = FinishIgniteRoar
                AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
                AnimationMode = ONCE
            EnteringStateFX = FX_BalrogIgniteStart ;// Your Word of Power FX could go here, or in weapon.ini

I've never really tried unpacking special weapons, so not sure if this will actually work... Let me know how this turns out.


#3 kryptonite

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Posted 19 January 2016 - 09:56 AM

Thank you :)


I will try this when i get home.




update: It worked :)

Edited by kryptonite, 19 January 2016 - 09:00 PM.

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