Jump to content


Photo

animation error


  • Please log in to reply
10 replies to this topic

#1 Stealthsnake

Stealthsnake

    Battles of Gondor mod leader

  • Hosted
  • 976 posts
  • Location:United Kingdom
  • Projects:Battles of Gondor
  •  coder, skinner, mapper, graphics

Posted 08 May 2006 - 04:29 PM

Posted Image



im pretty sure this is obvious, and i jsut keep missing it, so here is the code


;;====================== MODELS ================================================================
  DefaultModelConditionState
   Model			   = GUFaramir_SKN
   WeaponLaunchBone	= PRIMARY arrow
  End

			   ModelConditionState = WEAPONSET_HERO_MODE USER_3
   ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
  End

  ModelConditionState = WEAPONSET_HERO_MODE
   ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
  End
  
End
;;================== ANIMATIONS =================================================================
 
;;----------- Captain of Gondor Mounted
  AnimationState		= PACKING_TYPE_2 MOUNTED
   StateName	= STATE_CaptainMounted
   
   Animation		   = GUFaramir_IDLC
	AnimationName	 = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.5 0.5
   End
  

;;----------- Captain of Gondor - Sword
  AnimationState		= PACKING_TYPE_2 WEAPONSET_TOGGLE_1
   StateName	= CaptainPower
   Animation		   = GUFaramir_CHRC
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 1.2 1.2
   End

;;----------- Captain of Gondor - Bow
  AnimationState		= PACKING_TYPE_2
   StateName	= STATE_CaptainBow
   Animation		   = GUFaramir_CHRD
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRD
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.75 0.75
   End
  End


Posted Image
Posted Image
a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#2 Solinx

Solinx

    .

  • Undead
  • 3,101 posts
  • Location:The Netherlands
  • Projects:Real Life
  • Division:Revora
  • Job:Retired Leader / Manager

Posted 08 May 2006 - 04:57 PM

Edit: removed picure

im pretty sure this is obvious, and i jsut keep missing it, so here is the code

  
End
;;================== ANIMATIONS =================================================================

An End to many...?

Solinx

Edited by Solinx, 08 May 2006 - 04:58 PM.

Posted Image

"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr


#3 Stealthsnake

Stealthsnake

    Battles of Gondor mod leader

  • Hosted
  • 976 posts
  • Location:United Kingdom
  • Projects:Battles of Gondor
  •  coder, skinner, mapper, graphics

Posted 08 May 2006 - 05:05 PM

still get the same error.



i put that end in, cus i thought it was needed to seperate defualt models state, and the animations
Posted Image
Posted Image
a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#4 Solinx

Solinx

    .

  • Undead
  • 3,101 posts
  • Location:The Netherlands
  • Projects:Real Life
  • Division:Revora
  • Job:Retired Leader / Manager

Posted 08 May 2006 - 05:09 PM

still get the same error.



i put that end in, cus i thought it was needed to seperate defualt models state, and the animations

Could you send the ini, because that would make it easier to find the problem and line 46 to begin with.

Solinx
Posted Image

"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr


#5 Stealthsnake

Stealthsnake

    Battles of Gondor mod leader

  • Hosted
  • 976 posts
  • Location:United Kingdom
  • Projects:Battles of Gondor
  •  coder, skinner, mapper, graphics

Posted 08 May 2006 - 05:14 PM

[codebox]

;------------------------------------------------------------------------------
;
; Strider.ini
;
;------------------------------------------------------------------------------

; Strider Aragorn
Object Strider
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPAragorn

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIStrider

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Faramir

Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

ExtraPublicBone = arrow
ExtraPublicBone = PASSENGERBONE

DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP

;;====================== MODELS ================================================================
DefaultModelConditionState
Model = GUFaramir_SKN
WeaponLaunchBone = PRIMARY arrow
End

ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End

ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End


;;================== ANIMATIONS =================================================================

;;----------- Captain of Gondor Mounted
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = STATE_CaptainMounted

Animation = GUFaramir_IDLC
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 0.5
End


;;----------- Captain of Gondor - Sword
AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1
StateName = CaptainPower
Animation = GUFaramir_CHRC
AnimationName = GUFaramir_SKL.GUFaramir_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End

;;----------- Captain of Gondor - Bow
AnimationState = PACKING_TYPE_2
StateName = STATE_CaptainBow
Animation = GUFaramir_CHRD
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.75 0.75
End
End
;;------------------ DYING -------------------------------------------------------------

; --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_FLYB
AnimationName = GUFaramir_SKL.GUFaramir_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
StateName = STATE_Bow
Animation = GUFaramir_FLYA
AnimationName = GUFaramir_SKL.GUFaramir_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

; --- Dying anims
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_LNDB
AnimationName = GUFaramir_SKL.GUFaramir_LNDB
AnimationMode = ONCE
End
End

AnimationState = DYING SPLATTED
StateName = STATE_Bow
Animation = GUFaramir_LNDA
AnimationName = GUFaramir_SKL.GUFaramir_LNDA
AnimationMode = ONCE
End
End

; with sword
AnimationState = DYING WEAPONSET_TOGGLE_1 ;WEAPONSTATE_CLOSE_RANGE
StateName = STATE_Sword

Animation = GUFaramir_DIEA
AnimationName = GUFaramir_SKL.GUFaramir_DIEA
AnimationMode = ONCE
End

Animation = GUFaramir_DIEB
AnimationName = GUFaramir_SKL.GUFaramir_DIEB
AnimationMode = ONCE
End
End

; with bow
AnimationState = DYING
StateName = STATE_Bow
Animation = GUFaramir_DIEC
AnimationName = GUFaramir_SKL.GUFaramir_DIEC
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = GUFaramir_IDLC
AnimationMode = LOOP
End
End


; --- Stunned anims


AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_GTPB
AnimationName = GUFaramir_SKL.GUFaramir_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Bow
Animation = GUFaramir_GTPA
AnimationName = GUFaramir_SKL.GUFaramir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Sword

Animation = GUFaramir_LNDB
AnimationName = GUFaramir_SKL.GUFaramir_LNDB
AnimationMode = ONCE
End
End

AnimationState = STUNNED
StateName = STATE_Bow

Animation = GUFaramir_LNDA
AnimationName = GUFaramir_SKL.GUFaramir_LNDA
AnimationMode = ONCE
End
End

;;----------- pose
AnimationState = USER_1
;*****************************************************************
;ParticleSysBone = B_SWORDBONE AndruilEfxParent FollowBone:yes
;*****************************************************************
Animation = GUFaramir_POSA
AnimationName = GUFaramir_SKL.GUFaramir_POSA
AnimationMode = ONCE
End
End

;--------------------- Wound Arrow anim
AnimationState = SPECIAL_WEAPON_ONE
StateName = STATE_Bow
Animation
AnimationName = GUFaramir_SKL.GUFaramir_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 = GUFaramir_SKL.GUFaramir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = RunAndSwing
End

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Sword

Animation = ATKD
AnimationName = GUFaramir_SKL.GUFaramir_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationSpeedFactorRange = 1.149 1.149
End

Animation = ATKE
AnimationName = GUFaramir_SKL.GUFaramir_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationSpeedFactorRange = 1.149 1.149
End

Animation = ATKF
AnimationName = GUFaramir_SKL.GUFaramir_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 = GUFaramir_ATKE
AnimationName = GUFaramir_SKL.GUFaramir_ATKE
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

;--- Running with sword
AnimationState = MOVING WEAPONSET_TOGGLE_1 ;WEAPONSTATE_CLOSE_RANGE
StateName = STATE_RunningSword
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails

Animation = GUFaramir_RUNB
AnimationName = GUFaramir_SKL.GUFaramir_RUNB
; 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
EndScript
End

;--- Running with bow
AnimationState = MOVING
StateName = STATE_RunningBow
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails

Animation = GUFaramir_RUNA
AnimationName = GUFaramir_SKL.GUFaramir_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
EndScript
End

;---------------------------------------------------
;New style firing with bow
AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUFaramir_SKL.GUFaramir_ATKA1
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
;AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUFaramir_SKL.GUFaramir_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
Animation = HangFrameWhileCoasting
AnimationName = GUFaramir_SKL.GUFaramir_ATKA2
AnimationMode = MANUAL
End
End

AnimationState = CONTINUOUS_FIRE_SLOW
;StateName = STATE_Idle_Bow
Animation = PutAwayArrow
AnimationName = GUFaramir_SKL.GUFaramir_ATKA3
AnimationMode = ONCE
End
End

;End New style firing
;---------------------------------------------------



;;-------------------- HIT REACTIONS -----------------------------------------------------------

; this hit animation attack stance
AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_d
AnimationName = GUFaramir_SKL.GUFaramir_HITD
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_b
AnimationName = GUFaramir_SKL.GUFaramir_HITB
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION
Animation = Hit_Level_1_c
AnimationName = GUFaramir_SKL.GUFaramir_HITC
AnimationMode = ONCE
End
End

;;------------ EMOTIONS ------------------------------------------------------------------


;;====== LEVELED
AnimationState = LEVELED WEAPONSET_TOGGLE_1 ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUFaramir_SKL.GUFaramir_CHRC
AnimationMode = ONCE
End
End

AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = ONCE
End
End

;;====== CELEBRATING

AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 ; sword cheer
Animation
AnimationName = GUFaramir_SKL.GUFaramir_CHRC
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING ; bow cheer
Animation
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = LOOP
End
End

;;====== TAUNTING

AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 ; sword taunt
Animation
AnimationName = GUFaramir_SKL.GUFaramir_TNTC
AnimationMode = ONCE
End
Animation
AnimationName = GUFaramir_SKL.GUFaramir_TNTD
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_TAUNTING ; bow taunt
Animation
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = LOOP
End
End

;;------------------- SELECTED STATES ------------------------------------------------------------

AnimationState = ATTACKING WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = ATKD
AnimationName = GUFaramir_SKL.GUFaramir_ATKD
AnimationMode = MANUAL
End
End

;;------------------- SELECTED STATES ------------------------------------------------------------

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Selected_Sword

Animation = ATNE
AnimationName = GUFaramir_SKL.GUFaramir_ATNE
AnimationMode = LOOP
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") return end
EndScript
End

;;====== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = STATE_READY
Animation = ready
AnimationName = GUFaramir_SKL.GUFaramir_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = RAISING_FLAG
Animation
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = LOOP
End
End

AnimationState = SELECTED
StateName = STATE_Selected_Bow

Animation = ATNB
AnimationName = GUFaramir_SKL.GUFaramir_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") return end
if Prev == "STATE_CaptainBow" then CurDrawableSetTransitionAnimState("TRANS_CaptainBowToSelectedBow") end
EndScript
End



;;--------------- IDLE STATES -----------------------------------------------------------------

AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Idle_Sword

Animation = IDLE
AnimationName = GUFaramir_SKL.GUFaramir_IDLE
AnimationMode = LOOP
AnimationPriority = 20
AnimationBlendTime = 15
End

Animation = IDLF
AnimationName = GUFaramir_SKL.GUFaramir_IDLF
AnimationMode = LOOP
AnimationPriority = 1
End

Animation = IDLG
AnimationName = GUFaramir_SKL.GUFaramir_IDLG
AnimationMode = LOOP
AnimationPriority = 1
End

BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
EndScript
End

IdleAnimationState
StateName = STATE_Idle_Bow

Animation = IdleBow
AnimationName = GUFaramir_SKL.GUFaramir_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableShowSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredBow") end
EndScript
End

;---transitions--------------------------------------------

TransitionState = TRANS_BoredToSelectedSword
Animation = ANTD
AnimationName = GUFaramir_SKL.GUFaramir_ANTD
AnimationMode = ONCE
End
End

TransitionState = TRANS_SelectedToBoredSword
Animation = ATNF
AnimationName = GUFaramir_SKL.GUFaramir_ATNF
AnimationMode = ONCE
End
End

TransitionState = TRANS_BoredToSelectedBow
Animation = ATNC
AnimationName = GUFaramir_SKL.GUFaramir_ATNC
AnimationMode = ONCE
End
End

TransitionState = TRANS_CaptainBowToSelectedBow
Animation = ATNC
AnimationName = GUFaramir_SKL.GUFaramir_ATNC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 1.5 1.5
End
End

TransitionState = TRANS_SelectedToBoredBow
Animation = ATNA
; AnimationName = GUFaramir_SKL.GUFaramir_ATNA
AnimationName = GUFaramir_SKL.GUFaramir_ATND
AnimationMode = ONCE
End
End


TransitionState = TRANS_BowToSword
Animation = GUFaramir_STHA
AnimationName = GUFaramir_SKL.GUFaramir_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow
Animation = GUFaramir_STHB
AnimationName = GUFaramir_SKL.GUFaramir_STHB
AnimationMode = ONCE
End
End

TransitionState = TRANS_BowToSword_Running
Animation = DrawSwords
AnimationName = GUFaramir_SKL.GUFaramir_STHD
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow_Running
Animation = DrawBow
AnimationName = GUFaramir_SKL.GUFaramir_STHC
AnimationMode = ONCE
End
End

End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End

#include "..\..\..\includes\StunDrawModuleSmall.inc"

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = FARAMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = FARAMIR_BUILDCOST
BuildTime = FARAMIR_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 1

;//DisplayMeleeDamage = FARAMIR_DAMAGE
;//DisplayRangedDamage = FARAMIR_BOW_DAMAGE

WeaponSet
Conditions = None
Weapon = PRIMARY FaramirBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY FaramirSword
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1 ;CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY FaramirSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End

VisionRange = VISION_HERO_RANGED
ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = GONDOR_FARAMIR_BOUNTY_VALUE
DisplayName = OBJECT:AragonRanger
RecruitText = CONTROLBAR:AragonRangerRecruit
ReviveText = CONTROLBAR:AragonRangerRevive
Hotkey = CONTROLBAR:AragonRangerHotkey
CrusherLevel = 0 ;Can I crush anything?
MountedCrusherLevel = 1 ;Crush level when mounted.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
MountedCrushableLevel = 2 ;Crusable level when mounted.

CrushWeapon = HeroCrush

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.

CrushKnockback = 40
CrushZFactor = 1.0

CommandSet = FaramirCommandSet
CommandPoints = 50


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_FaramirBody

AutoResolveArmor
Armor = AutoResolve_FaramirArmor
End

AutoResolveWeapon
Weapon = AutoResolve_FaramirWeapon
End

AutoResolveLeadership = AutoResolve_FaramirBonus


; *** AUDIO Parameters ***;

VoiceAttack = FaramirRangerVoiceAttack
VoiceAttackAir = FaramirRangerVoiceAttack
VoiceAttackCharge = FaramirRangerVoiceAttackCharge
VoiceAttackMachine = FaramirRangerVoiceAttack
VoiceAttackStructure = FaramirRangerVoiceAttackBuilding
;VoiceCreated = FaramirRangerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = FaramirRangerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceMove = FaramirRangerVoiceMove
VoiceMoveToCamp = FaramirRangerVoiceMoveCamp
VoiceMoveWhileAttacking = FaramirRangerVoiceDisengage
VoicePriority = 82
VoiceRetreatToCastle = FaramirRangerVoiceRetreat
VoiceSelect = FaramirRangerVoiceSelectMS
VoiceSelectBattle = FaramirRangerVoiceSelectBattle
VoiceGuard = FaramirRangerVoiceMove

SoundImpact = ImpactHorse

;FaramirRangerVoiceModeKnight
;FaramirRangerVoiceMoveTrees

UnitSpecificSounds
VoiceGarrison = FaramirRangerVoiceGarrison
VoiceEnterUnitElvenTransportShip = FaramirRangerVoiceMove
VoiceInitiateCaptureBuilding = FaramirRangerVoiceMove
VoiceMoveToTrees = FaramirRangerVoiceMoveTrees
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceAttack = FaramirKnightVoiceAttack
VoiceAttackCharge = FaramirKnightVoiceAttackCharge
VoiceAttackMachine = FaramirKnightVoiceAttackBuilding
VoiceAttackStructure = FaramirKnightVoiceAttackBuilding
;VoiceCreated = FaramirRangerVoiceSalute ;this conflicts with his respawn dialogue line
;VoiceFullyCreated = FaramirRangerVoiceSalute ;this conflicts with his respawn dialogue line
VoiceFear = FaramirKnightVoiceHelpMe
VoiceMove = FaramirKnightVoiceMove
VoiceMoveToCamp = FaramirKnightVoiceMoveCamp
VoiceMoveWhileAttacking = FaramirKnightVoiceDisengage
VoiceRetreatToCastle = FaramirKnightVoiceRetreat
VoiceSelect = FaramirKnightVoiceSelectMS
VoiceSelectBattle = FaramirKnightVoiceSelectBattle
VoiceGuard = FaramirKnightVoiceMove

;SoundMoveStart = GondorHorseMoveStart ;this is for horse hordes
SoundImpact = ImpactHorse

VoicePriority = 82 ; You could do this if you wanted to...

UnitSpecificSounds
VoiceGarrison = FaramirKnightVoiceMove ; Just double-checking we don't play a ranger voice here
VoiceMoveToTrees = FaramirKnightVoiceMove ; So we don't play a ranger voice here
End
End
End

CrowdResponseKey = GoodMen

#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = FaramirDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:GUFaramir_SKL.GUFaramir_RUNA Frames:2 12
AnimationSound = Sound:FootstepDirtA Animation:GUFaramir_SKL.GUFaramir_RUNB Frames:2 12

AnimationSound = Sound:WeaponSwitchBow Animation:GUFaramir_SKL.GUFaramir_ATKC Frames:18 ;wounding arrow

AnimationSound = Sound:SwordShingClean1 Animation:GUFaramir_SKL.GUFaramir_STHA Frames:21
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUFaramir_SKL.GUFaramir_STHB Frames:11
AnimationSound = Sound:WeaponSwitchBow Animation:GUFaramir_SKL.GUFaramir_STHB Frames:28

AnimationSound = Sound:SwordIntoScabbard1 Animation:GUFaramir_SKL.GUFaramir_STHC Frames:2
AnimationSound = Sound:WeaponSwitchBow Animation:GUFaramir_SKL.GUFaramir_STHC Frames:3
AnimationSound = Sound:SwordShingClean1 Animation:GUFaramir_SKL.GUFaramir_STHD Frames:6

AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUFaramir_SKL.GUFaramir_DIEA Frames:88
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUFaramir_SKL.GUFaramir_DIEB Frames:85
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUFaramir_SKL.GUFaramir_DIEC Frames:49
AnimationSound = Sound:BodyFallSoldier Animation:GUFaramir_SKL.GUFaramir_LNDA Frames:3
AnimationSound = Sound:BodyFallSoldier Animation:GUFaramir_SKL.GUFaramir_LNDB Frames:2

AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL Frames:14 32
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames:0

AnimationSound = Sound:HorseWhinny50Percent Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC Frames:0

AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:0
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:1 9

AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:42
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_SHEDIUM


Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = FARAMIR_HEALTH ;BALANCE Faramir Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_FaramirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 5000 ;How long DeathAnim will take.
InitialSpawnFX = FX_FaramirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_FaramirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIFaramir_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:600 Time:60000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_FaramirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 41
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End

;;; KINGS FAVOUR ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_FaramirCaptainOfGondor
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = FaramirKnightVoiceCaptain
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
; LevelFX = FX_PorterDeliver
LevelFX = FX_LevelUp

Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER

UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2000 ; Hold AI for this long after we fire.
End

Behavior = AttributeModifierAuraUpdate ModuleTag_FaramirLeadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_FaramirLeadership
RefreshDelay = 2500
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

Behavior = SubObjectsUpgrade Costume_01
TriggeredBy = Upgrade_MerryHeavyArmor
UpgradeTexture = gufaramir.tga 0 gustrider.tga
RecolorHouse = Yes
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_FaramirLeadership
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FaramirSpeechThing
SpecialPowerTemplate = SpecialAbilityRousingSpeech
TriggeredBy = Upgrade_FaramirWarSpeech
End
Behavior = SpecialPowerModule ModuleTag_10
SpecialPowerTemplate = SpecialAbilityRousingSpeech
UpdateModuleStartsAttack = Yes
InitiateSound = TheodenRousingSpeech
StartsPaused = Yes
End
Behavior = RousingSpeechUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityRousingSpeech
RequiredConditions = MOUNTED
StartAbilityRange = 1.0
UpdateInterval = 500
ApproachRequiresLOS = No
BonusRadius = 250
SpeechDuration = 2500
LeaderFX = FX_TheodenSpeechFX
FollowerFX = FX_TheodenFollowerFX
CreateWave = Yes
WaveWidth = 50
ModifierName = RohanCharge
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)

AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_HORDE_SPEED
End

; Behavior = DualWeaponBehavior ModuleTag_13
; SwitchWeaponOnCloseRangeDistance = 81
; UseCloseRangeWhileMounted = yes
; End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 30000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL FaramirRangerVoiceDie
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1500 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1500 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1500 ; level 3 (heavy damage) hit reaction animations in ms

HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger

FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End


Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseHorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_FaramirKnightRangerToggle
End

Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = Yes
End

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 ; How see-thru to be at peak of change

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End

;--------------------------------------------------------------------------
;----------------------Haldir Blade Master---------------------------------
;--------------------------------------------------------------------------

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HaldirBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_HaldirBladeMaster
End

Behavior = SpecialPowerModule ModuleTag_HaldirBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_HaldirBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = HaldirBladeMaster
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
;TriggerSound = AragornBladeMaster
End


;--------------------------------------------------------------------------
; Faramir Wounding Arrow - AKA: FaramirWoundArrow
;--------------------------------------------------------------------------

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseWoundArrow
SpecialPowerTemplate = SpecialAbilityWoundArrow
TriggeredBy = Upgrade_ObjectLevel2
End
Behavior = SpecialPowerModule ModuleTag_WoundArrow
SpecialPowerTemplate = SpecialAbilityWoundArrow
UpdateModuleStartsAttack = Yes
InitiateSound = FaramirRangerVoiceWoundingArrow
StartsPaused = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WoundArrowUpdate
SpecialPowerTemplate = SpecialAbilityWoundArrow
SkipContinue = Yes
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 1
AwardXPForTriggering = 0
StartAbilityRange = #SUBTRACT( FARAMIR_WOUNDING_ARROW_RANGE 25 )
ApproachRequiresLOS = Yes
SpecialWeapon = FaramirWoundArrow
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_WoundArrowAutoAbility
SpecialAbility = SpecialAbilityWoundArrow
MaxScanRange = #SUBTRACT( FARAMIR_WOUNDING_ARROW_RANGE 25 )
Query = 1 ALL ENEMIES -STRUCTURE
End

; Generic
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate SpecialPowerFaramirGiveXPAoE
CommandButtonName = Command_SpecialAbilityCaptainOfGondor
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End

Behavior = AISpecialPowerUpdate SpecialWoundingArrowAoE
CommandButtonName = Command_SpecialAbilityWoundArrow
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End

Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_ToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End


Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 20
ShadowSizeY = 20
ShadowTexture = ShadowI
End

[/codebox]
Posted Image
Posted Image
a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#6 Kelso

Kelso

    BFME Admin

  • Project Team
  • 1,467 posts
  • Projects:Rise of Rome, Rise of Rome 2
  •  AWD and T3A Team Chamber Leader
  • Division:BFME
  • Job:Designer: Rise of Rome 1 and 2

Posted 08 May 2006 - 05:29 PM

Whenever you get errors like that it is because you are missing an End tag somewhere before that line. It happens because the game isn't reading the ending of a block of code and is trying to lump the next block into it.
Posted Image
Posted Image

#7 Solinx

Solinx

    .

  • Undead
  • 3,101 posts
  • Location:The Netherlands
  • Projects:Real Life
  • Division:Revora
  • Job:Retired Leader / Manager

Posted 08 May 2006 - 05:35 PM

;;----------- Captain of Gondor Mounted
  AnimationState		= PACKING_TYPE_2 MOUNTED
   StateName	= STATE_CaptainMounted
   
   Animation		   = GUFaramir_IDLC
	AnimationName	 = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.5 0.5
   End


;;----------- Captain of Gondor - Sword
  AnimationState		= PACKING_TYPE_2 WEAPONSET_TOGGLE_1
   StateName	= CaptainPower
   Animation		   = GUFaramir_CHRC
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 1.2 1.2
   End

;;----------- Captain of Gondor - Bow
  AnimationState		= PACKING_TYPE_2
   StateName	= STATE_CaptainBow
   Animation		   = GUFaramir_CHRD
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRD
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.75 0.75
   End
  End

You are missing two of them. Compare the uper two with the last one. They both need an additional end.
Easy to overlook, like I did too at first, because this is exactly what you posted in the first post :p

Solinx

Edited by Solinx, 08 May 2006 - 05:37 PM.

Posted Image

"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr


#8 Feanor

Feanor

    Knight of Heaven

  • Project Team
  • 582 posts
  • Location:scotland
  • Projects:Valarian mod studios, Kingdom of heaven mod co-leader
  •  Modeller & skinner

Posted 08 May 2006 - 05:39 PM

are you sure that would make a diffrence I mean mabye he should not have two ends
'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'

- Ammon Jerro, Court Warlock of Neverwinter, lord of Haven

#9 Stealthsnake

Stealthsnake

    Battles of Gondor mod leader

  • Hosted
  • 976 posts
  • Location:United Kingdom
  • Projects:Battles of Gondor
  •  coder, skinner, mapper, graphics

Posted 08 May 2006 - 05:46 PM

i think i may of removed them, because i though tu needed only 1 after all 3 of the animations. :p

thanks
Posted Image
Posted Image
a mod for rotwk, includes Harad, Rhun, Rohan and Southern Fiefdoms Factions, beta released, site/forums for the mod is here.

#10 Mullers_11

Mullers_11

    Onlooker

  • Project Team
  • 806 posts
  • Location:England
  • Projects:Visions, The Four Ages
  •  Not active

Posted 08 May 2006 - 05:56 PM

;;----------- Captain of Gondor Mounted
  AnimationState		= PACKING_TYPE_2 MOUNTED
   StateName	= STATE_CaptainMounted
   
   Animation		   = GUFaramir_IDLC
	AnimationName	 = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.5 0.5
   End


;;----------- Captain of Gondor - Sword
  AnimationState		= PACKING_TYPE_2 WEAPONSET_TOGGLE_1
   StateName	= CaptainPower
   Animation		   = GUFaramir_CHRC
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRC
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 1.2 1.2
   End

;;----------- Captain of Gondor - Bow
  AnimationState		= PACKING_TYPE_2
   StateName	= STATE_CaptainBow
   Animation		   = GUFaramir_CHRD
	AnimationName	 = GUFaramir_SKL.GUFaramir_CHRD
	AnimationMode	 = ONCE
	AnimationSpeedFactorRange = 0.75 0.75
   End
  End

You are missing two of them. Compare the uper two with the last one. They both need an additional end.
Easy to overlook, like I did too at first, because this is exactly what you posted in the first post :p

Solinx


Just saw that now. So yeh, compare them and chop and change them around so they are the same and both work.

Retired


#11 Solinx

Solinx

    .

  • Undead
  • 3,101 posts
  • Location:The Netherlands
  • Projects:Real Life
  • Division:Revora
  • Job:Retired Leader / Manager

Posted 08 May 2006 - 07:02 PM

are you sure that would make a diffrence I mean mabye he should not have two ends

No, both the animation and the animationstate need an end. I knew that, but I didn't notice it at first.

Solinx
Posted Image

"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users