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Nazgûls "Special Extended Edition"


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#601 Nazgûl

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Posted 19 August 2008 - 04:29 PM

Hehe don't let me stop you. Personally I have no idea how hard it is, but I've seen the skeleton, and... yeah.. it looks like a LOT of work indeed. If you'd like to try, talk to me and I'll tell you what we had planned, with the extra bones in the houda and the Mahûd rider. The model has been finished for over a year (Mahûd), but we haven't managed to bind it to the correct bone... :(

An another note:
Is there ANYONE out there that is totally familiar with coding Animations? I have a major problem getting a few units to respond to the new Burning Death FX that Sûl and I added to all units in game. For instance, the Trolls are a big hassle. I have problems getting all the anims in the correct location. The Mountain Giant is almost perfect, but the decay won't show the skeleton for instance. The Cave Troll won't go to BDFX at all, and the Attack Troll only does it very rarely. The Mountain Troll is not working 100% either. But 95% of all normal units are working...

So: any experienced animation coder that would like to help with this would be much appreciated as I've spent the last 4-5 days on this alone, and I'm stuck now... :/

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#602 Lauri

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Posted 19 August 2008 - 04:34 PM

Well, there's just a little thing I'll have to say about the difference between a castle and a mumakil...

The difference is HUGE! You'll probably be good with just auto-bind though, but that might look shitty in places too...

And no, binding isn't hard at all when you know how to :) It can just be boring at times... (Which I don't find it, luckily)

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#603 Rob38

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Posted 19 August 2008 - 04:51 PM

So: any experienced animation coder that would like to help with this would be much appreciated as I've spent the last 4-5 days on this alone, and I'm stuck now... :/

Show us your code for an unit you're having trouble with and I can take a look. :)

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#604 Nazgûl

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Posted 19 August 2008 - 05:58 PM

Thanks Rob! ^_^

Let's start with the "easy" one (I hope)...
Mountain Giant lights up and runs off waving arm and all, while in flames and covered in smoke- VERY cool! :p
However, when he has fallen down, he never gets the skeleton decay as usual... the body starts to sink with the skin still intact =/

Posted Image


Here's my INI:
;------------------------------------------------------------------------------; 
Object WildMountainGiant
; *** ART Parameters ***
	
	ButtonImage		= BWFissure_Giant
	SelectPortrait	= UPWild_Giant
	
	Draw = W3DScriptedModelDraw ModuleTag_01
	
		WadingParticleSys		= EntRipples
		WadingParticleSys		= EntSplash

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

		ExtraPublicBone = B_HANDR
		ExtraPublicBone = B_PASSENGER01
		
		DefaultModelConditionState
			Model			   = WUMntGnt_SKN
			WeaponLaunchBone	= PRIMARY ROCK
			WeaponLaunchBone	= SECONDARY ROCK
		End

		IdleAnimationState
			StateName = Idle
			AllowRepeatInRandomPick = Yes
			Flags = RESTART_ANIM_WHEN_COMPLETE	
		;Animation = stand
		;	AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLA
		;	AnimationMode		= ONCE
		;	AnimationPriority	= 60
		;End			
			Animation = stand
				AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLB
				AnimationMode		= ONCE
				AnimationPriority	= 60
			End			
			Animation = tugarmour
				AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLD
				AnimationMode		= ONCE
				AnimationPriority	= 30 //10
			End
			Animation = scratchbutt
				AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLC
				AnimationMode		= ONCE
				AnimationPriority	= 10 //5
			End
			Animation = bugstep
				AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLE
				AnimationMode		= ONCE
				AnimationPriority	= 15 //5
			End
			Animation = crouch;bugstep //Added for SEE by "Whatsupcuz"
				AnimationName		= WUMntGnt_SKL.WUMntGnt_IDLF
				AnimationMode		= ONCE
				AnimationPriority	= 20 //10
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Selected"
					then CurDrawableSetTransitionAnimState("TRANS_SelectedToBored")
				elseif Prev == "STATE_Tied"
					then CurDrawableSetTransitionAnimState("TRANS_SelectedFromTied")
				end
			EndScript			
		End

;-------------------------- DYING ANIMS ---------------------------------	
	ModelConditionState = DYING BURNINGDEATH
		Model			   = WUMntGnt_SKN		
	End	
		AnimationState		= DYING BURNINGDEATH
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode		= ONCE //LOOP
				AnimationBlendTime	= 10
			;Distance = 250 //100
			End		
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			 
		End		



		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING SPLATTED DECAY DEATH_1
			Animation
				AnimationName	  = WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

		ModelConditionState = DYING DECAY DEATH_1
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
		End

		AnimationState = DYING DECAY DEATH_1
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End
		
		AnimationState		= DYING AFLAME
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode		= ONCE //LOOP
				AnimationBlendTime	= 10
			;Distance = 250 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			
		End			
		
		AnimationState		= BURNINGDEATH
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 250 //100
			End
			Flags	= RANDOMSTART 			
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			
		End		
		
		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName	  = WUMntGnt_SKL.WuMntGnt_LNDA
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
			ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
		End

		AnimationState = DYING WEAPONSET_TOGGLE_1
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_RDIEA
				AnimationMode	 = ONCE
			End
			ParticleSysBone = BAT_SPINE1 AshSplatDust_SEE FollowBone:Yes
		End
		
		AnimationState = DYING DEATH_3
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_IDLA
				AnimationMode = LOOP
			End
		End		
		
		AnimationState = DYING
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode	 = ONCE
			End
			// DIEB falls forward and cannot be used until there is an equivalent RDIEB so that the DeathWeapon can match properly!
			// In other words - there's no CRUSH weapon and no skeleton decay animation! Too bad cause the falling anim is great!!! /Nazgul 
		;Animation
		;	AnimationName	 = WUMntGnt_SKL.WUMntGnt_DIEB
		;	AnimationMode	 = ONCE
		;End
	  ParticleSysBone = BAT_SPINE1 AshSplatDust_SEE FollowBone:Yes
		End			
		
		
		AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
			StateName			  = STATE_StandingUpWithRock
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_RGRBA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange	= 1.67 1.67
			End
			LuaEvent = Frame:20 Data: show_rock
			FXEvent	= Frame:22	Name: FX_GiantRockGrab
			FXEvent	= Frame:38	Name: FX_GiantRockYank
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev ~= "STATE_StandingUpWithRock" and Prev ~= "TRANS_GetUpWithRock"
					then CurDrawableSetTransitionAnimState("TRANS_GetUpWithRock") end
			EndScript
		End
		
		AnimationState = STUNNED_STANDING_UP
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_GTPA
				AnimationMode	 = ONCE
			End
		End

		AnimationState			= USER_4			; This is a special for being tied up.
			StateName			= STATE_Tied
			Animation
				AnimationName   = WUMntGnt_SKL.WUMntGnt_SPCA
				AnimationMode   = LOOP
			End
;			BeginScript
;				CurDrawableHideSubObjectPermanently("ROCK")
;			EndScript
		End

		AnimationState			= STUNNED_FLAILING
			Animation		   = StunFlail
				AnimationName   = WUMntGnt_SKL.WUMntGnt_FLYA
				AnimationMode   = LOOP
			End
			Flags = MAINTAIN_FRAME_ACROSS_STATES2
		End

		AnimationState = STUNNED
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_LNDA
				AnimationMode	 = ONCE
			End
		End		
		
		
		AnimationState						= PARALYZED
			Animation
				AnimationName				= WUMntGnt_SKL.WUMntGnt_IDLB
				AnimationMode				= LOOP
			End
		End

		AnimationState = SPECIAL_WEAPON_ONE
			FrameForPristineBonePositions = 64
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_UGRBB
				AnimationMode = ONCE
			End
		End

		AnimationState = SPECIAL_WEAPON_TWO
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATKF
				AnimationMode		= ONCE
			End
		End

		AnimationState = RELOADING_A WEAPONSET_TOGGLE_1		; Pull rock out of the ground.
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RGRBA
				AnimationMode		= ONCE
			End

			FXEvent	= Frame:22	Name: FX_GiantRockGrab
			FXEvent	= Frame:38	Name: FX_GiantRockYank
			
		End

		// Throw rock close range
		AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RTHRC
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
			FrameForPristineBonePositions = 37						; Just as the rock leaves his hands.
		End

		// Throw rock
		AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RTHRA
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
			FrameForPristineBonePositions = 37						; Just as the rock leaves his hands.
		End

		// ATKA - Left arm swat
		AnimationState = FIRING_OR_PREATTACK_A
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATKA
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationBlendTime	= 10
			End
		End
		
		// ATKB - Right backhand
		AnimationState = FIRING_OR_PREATTACK_B
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATKB
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationBlendTime	= 10
			End
		End

		// ATKD - Right football kick	
		AnimationState = FIRING_OR_PREATTACK_C
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATKD
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationBlendTime	= 10
			End
		End

		// ATKE - Left forward kick		
		AnimationState = FIRING_OR_PREATTACK_D						; The anti-structure weapon
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATKE
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationBlendTime	= 10
			End
		End

		// ATRA - Right backhand while moving
		AnimationState = FIRING_OR_PREATTACK_E
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_ATRA
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationBlendTime	= 10
			End
			FXEvent	= Frame:3 FireWhenSkipped Name:FX_GiantRightFootStep
			FXEvent	= Frame:20 FireWhenSkipped Name:FX_GiantLeftFootStep
		End


		AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RTRNL
				AnimationMode		= LOOP
				AnimationBlendTime	= 10;20
			End
		End
		
		AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RTRNR
				AnimationMode		= LOOP
				AnimationBlendTime	= 10;20
			End
		End

		AnimationState = MOVING WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_RWLKA
				AnimationMode		= LOOP
				Distance			= 175
			End
			FXEvent	= Frame:21 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:43 FireWhenSkipped Name:FX_GiantRightFootStep
			FXEvent	= Frame:63 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:85 FireWhenSkipped Name:FX_GiantRightFootStep
			FXEvent	= Frame:103 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:127 FireWhenSkipped Name:FX_GiantRightFootStep
		End

		AnimationState = ENGAGED WEAPONSET_TOGGLE_1				; 'Ready' pose with rock. This is to smooth out the reload/attacking anims.
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_RIDLA
				AnimationMode	= LOOP
				AnimationBlendTime	= 10
			End
			Flags = RANDOMSTART
		End

		AnimationState = ATTACKING WEAPONSET_TOGGLE_1				; 'Ready' pose with rock. This is to smooth out the reload/attacking anims.
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_RIDLA
				AnimationMode	= LOOP
				AnimationBlendTime	= 10
			End
			Flags = RANDOMSTART
		End
///
	; AnimationState = MOVING ATTACKING  //Added this for SEE!
		; Animation
			; AnimationName		= WUMntGnt_SKL.WUMntGnt_RUNA
			; AnimationMode		= LOOP
			; UseWeaponTiming		= Yes
		; End
	; End
///
		AnimationState = TURN_LEFT
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_TRNL
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
			End
		End

		AnimationState = TURN_RIGHT
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_TRNR 
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
			End
		End
					
		AnimationState				= MOVING PANICKING
			Animation
				AnimationName				= WUMntGnt_SKL.WUMntGnt_MFDA
				AnimationMode				= LOOP
				AnimationSpeedFactorRange	= 0.55 0.55					; Feet slide a lot, so slow the anim down.
			End
			Flags					= RANDOMSTART
		End

		AnimationState = MOVING
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_WLKA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance			= 175
			End
			Flags = RANDOMSTART
			FXEvent	= Frame:21 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:43 FireWhenSkipped Name:FX_GiantRightFootStep
			FXEvent	= Frame:63 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:85 FireWhenSkipped Name:FX_GiantRightFootStep
			FXEvent	= Frame:103 FireWhenSkipped Name:FX_GiantLeftFootStep
			FXEvent	= Frame:127 FireWhenSkipped Name:FX_GiantRightFootStep
		End

		AnimationState = SWAPPING_TO_WEAPONSET_1	; This is required so we get a nice pose to blend from when reloading the rock.
			Animation								; must be before SELECTED
				AnimationName	= WUMntGnt_SKL.WUMntGnt_ATNB
			End
		End



;;------------------ Selected with Rock

		AnimationState = SELECTED WEAPONSET_TOGGLE_1
			StateName			= STATE_SelectedRock
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_RATNB
				AnimationMode	= LOOP
			End
			Flags = RANDOMSTART
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev ~= "STATE_SelectedRock" and Prev ~= "TRANS_IdleToSelectedRock"
					then CurDrawableSetTransitionAnimState("TRANS_IdleToSelectedRock") end
			EndScript
		End
					
;;------------------ Idle with Rock

		AnimationState = WEAPONSET_TOGGLE_1
			StateName = STATE_RockIdle
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_RIDLB
				AnimationMode	= LOOP
			End
			Flags = RANDOMSTART
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Tied" then
					CurDrawableSetTransitionAnimState("TRANS_SelectedFromTied")
				elseif Prev ~= "STATE_RockIdle" and Prev ~= "TRANS_SelectedRockToIdle" then
					CurDrawableSetTransitionAnimState("TRANS_SelectedRockToIdle")
				end
			EndScript
		End


		
;;------------------ Attacking

		AnimationState = ATTACKING							; Between attacks we need to go to this idle since it's the base for the attack animations (needs to be before SELECTED)
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_IDLA
				AnimationMode	= LOOP
				AnimationBlendTime	= 10
			End
		End

;;------------------ Selected
			
		AnimationState = SELECTED
			StateName			= STATE_Selected
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_ATNB
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
			EndScript
		End
	
		AnimationState = ENGAGED
			Animation
				AnimationName	= WUMntGnt_SKL.WUMntGnt_IDLB
				AnimationMode	= LOOP
			End
		End
		
;;------------------ Hit Reaction 

		AnimationState = HIT_REACTION
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_HITA
				AnimationMode		= ONCE
			End
		End
		
;;------------------ Emotions

		// Emotions must be beneath WEAPONSET_TOGGLE_1 default idle because there are no
		// emotions-with-rock animations

		AnimationState = EMOTION_TAUNTING
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_TNTA
				AnimationMode		= LOOP
			End
		End

		AnimationState = EMOTION_CELEBRATING
			Animation
				AnimationName		= WUMntGnt_SKL.WUMntGnt_CHRA
				AnimationMode		= ONCE
			End
		End

;;------------------ Transitions

		TransitionState = TRANS_GetUpWithRock
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_GTPA
				AnimationMode = ONCE
				AnimationSpeedFactorRange	=	1.5 1.5
			End		
		End

		TransitionState = TRANS_IdleToSelectedRock
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_RATNA
				AnimationMode = ONCE
			End
		End

		TransitionState = TRANS_SelectedRockToIdle
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_RATNC
				AnimationMode = ONCE
			End
		End

		TransitionState = TRANS_IdleToSelected
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_ATNA
				AnimationMode = ONCE
			End
		End

		TransitionState = TRANS_SelectedToBored
			Animation 
				AnimationName = WUMntGnt_SKL.WUMntGnt_ATNC
				AnimationMode = ONCE
			End
		End

		TransitionState = TRANS_SelectedFromTied
			Animation 
				AnimationName = WUMntGnt_SKL.WUMntGnt_GTPB
				AnimationMode = ONCE
			End
			ParticleSysBone = B_FOOTL GiantRopesBreak
			ParticleSysBone = B_FOOTR GiantRopesBreak
			ParticleSysBone = B_HANDL GiantRopesBreak
			ParticleSysBone = B_HANDR GiantRopesBreak
			ParticleSysBone = B_NECK01 GiantRopesBreak
			
			ParticleSysBone = B_FOOTL GiantRopesDust
			ParticleSysBone = B_FOOTR GiantRopesDust
			ParticleSysBone = B_HANDL GiantRopesDust
			ParticleSysBone = B_HANDR GiantRopesDust
			ParticleSysBone = B_NECK01 GiantRopesDust
		End
				
	End;Draw Module
	

	
;-----------------------------------------------------------------------------------------------------
	Draw = W3DScriptedModelDraw ModuleTag_RopesDraw					; Special draw module just for the USER_4 tied up state.
	
		DefaultModelConditionState
			Model			   = None
		End
		
		ModelConditionState = USER_4
			Model			   = WUMntGnt_Ropes
		End
		
		AnimationState = USER_4
			Animation
				AnimationName   = WUMntGnt_Ropes.WUMntGnt_Ropes
				AnimationMode   = LOOP
			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 ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOUNTED MOVING
		End
	End
	

	#include "..\..\..\includes\StunDrawModuleLarge.inc"

;-----------------------------------------------------------------------------------------------------
; ***DESIGN parameters ***
	Side				= Wild	
	EditorSorting		= UNIT
	
	ThreatLevel			= M_MOUNTAIN_GIANT_THREAT_LEVEL
	ThreatBreakdown MordorCatapult_DetailedThreat
		AIKindOf = SIEGEWEAPON
	End
	
	ThingClass			= MEDIUM_MONSTER
	ShockwaveResistance = M_SHOCKWAVE_RESISTANCE_STRONG
	TransportSlotCount	= M_TRANSPORTSLOTCOUNT_MONSTER
	Scale				= 1.2 //20% bigger for SEE!

	WeaponSet
		Conditions = None
		DefaultWeaponChoiceCritera = SELECT_AT_RANDOM
		ReadyStatusSharedWithinSet = Yes
		
		Weapon			= PRIMARY		WildMountainGiantPunch1		// ATKA - Left arm swat
		Weapon			= SECONDARY		WildMountainGiantPunch2		// ATKB - Right backhand
		Weapon			= TERTIARY		WildMountainGiantPunch3		// ATKD - Right football kick

		Weapon			= QUATERNARY	GiantBuildingTeardown		// ATKE - Left forward kick
		OnlyAgainst		= QUATERNARY	MONSTER STRUCTURE BLOCKING_GATE
		
		Weapon			= QUINARY		WildMountainGiantMovingPunch	// ATRA - Right backhand while moving
		OnlyInCondition	= QUINARY		MOVING
  End

	WeaponSet
		Conditions = WEAPONSET_TOGGLE_1
		DefaultWeaponChoiceCritera = PREFER_LEAST_MOVEMENT
		
		Weapon			= PRIMARY GiantRockThrow
		Weapon			= SECONDARY GiantRockThrowCloseRange
	End

	ArmorSet
		Conditions	  = None
		Armor		   = MountainGiantArmor
		DamageFX		= EntDamageFX
	End
	
	VisionRange		= M_WILD_MOUNTAIN_GIANT_VISION_RADIUS
	ShroudClearingRange	= M_WILD_MOUNTAIN_GIANT_SHROUD_RADIUS
	
	VisionSide = 35%
	VisionRear = 25%
	
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 2.5%
				
	DisplayName			= OBJECT:WildMountainGiant
	CrushableLevel		= 3;2  ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles	
	CrusherLevel			= 2	;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles //Don't work! But it does crush UNITS though...
	CrushWeapon			= GiantCrush		
	UseCrushAttack		= No						; Don't attack using crush, just crush when you walk through. 
	CommandSet			= WildMountainGiantCommandSet
	CommandPoints		= 80	 

	RamPower			= 20
	RamZMult			= 0.5
	CrushKnockback		= 30
	CrushZFactor			= 1.0	
	
; *** AUDIO Parameters ***;

	VoiceAttack				= MountainGiantVoxAttack
	VoiceAttackCharge		= MountainGiantVoxAttack
	VoiceAttackMachine		= MountainGiantVoxAttack
	VoiceAttackStructure	= MountainGiantVoxAttack
	VoiceCreated			= EVA:GiantCreated
	VoiceCreated			= +SOUND:MountainGiantVoxCreated
	VoiceFullyCreated		= EVA:GiantCreated
	VoiceFullyCreated		= +SOUND:MountainGiantVoxCreated
	VoiceGuard				= MountainGiantVoxMove
	VoiceMove				= MountainGiantVoxMove
	VoicePriority			= 35
	VoiceSelect				= MountainGiantVoxSelectMS
	VoiceSelectBattle		= MountainGiantVoxSelectMS
	
	SoundAmbient			= MountainGiantVoxAmbientLoop
	SoundImpact				= ImpactHorse

	UnitSpecificSounds
		VoiceEnterUnitEvilMenTransportShip	= MountainGiantVoxMove
		VoiceEnterUnitMordorMumakil			= MountainGiantVoxMove
		VoiceEnterUnitSlaughterHouse		= MountainGiantVoxMove
		VoiceGarrison						= MountainGiantVoxMove
		VoiceInitiateCaptureBuilding		= MountainGiantVoxMove
	End

	#include "..\..\..\includes\StandardUnitEvaEvents.inc"

;Behavior = LargeGroupAudioUpdate ModuleTag_LGAU	; Tie into LargeGroupAudio system
;	Key = Ent Unit Infantry
;	UnitWeight = 2					; Ents count as 2 infantry when computing group size
;End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800

		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_ATKF	Frames:40
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_ATRA	Frames:22 43
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_MFDA	Frames:14 28 39 54 66 79 90 103
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_BMBA	Frames:38
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRA	Frames:42
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNL	Frames:14 29
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNR	Frames:14 29
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMntGnt_SKL.WUMntGnt_RUNA	Frames:15 30 45 61
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RWLKA	Frames:20 42 65 87 108 129
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_TRNL	Frames:14 29
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_TRNR	Frames:14 29
		AnimationSound = Sound:MountainGiantFootstep	ExcludedMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_WLKA	Frames:20 42 65 87 108 129

		AnimationSound = Sound:MountainGiantVoxCheer						Animation:WUMntGnt_SKL.WUMntGnt_CHRA	Frames:51
		AnimationSound = Sound:MountainGiantVoxCheer						Animation:WUMntGnt_SKL.WUMntGnt_TNTA	Frames:25
		AnimationSound = Sound:MountainGiantGenericChestBeatImpact			Animation:WUMntGnt_SKL.WUMntGnt_TNTA	Frames:44 59 73

		AnimationSound = Sound:MountainGiantBodyfall						Animation:WUMntGnt_SKL.WUMntGnt_DIEA	Frames:104
		AnimationSound = Sound:MountainGiantBodyfall						Animation:WUMNTGNT_SKL.WUMNTGNT_DIEB	Frames:89
		AnimationSound = Sound:MountainGiantBodyfall						Animation:WUMNTGNT_SKL.WUMNTGNT_LNDA	Frames:6
		AnimationSound = Sound:MountainGiantBodyfall						Animation:WUMNTGNT_SKL.WUMNTGNT_RDIEA	Frames:104

		AnimationSound = Sound:MountainGiantBoulderImpacts					Animation:WUMNTGNT_SKL.WUMNTGNT_RDIEA	Frames:6
		AnimationSound = Sound:MountainGiantBoulderImpacts					Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRB	Frames:39

	;----------- water footsteps below -------------

		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_ATKF	Frames:40
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_ATRA	Frames:22 43
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_MFDA	Frames:14 28 39 54 66 79 90 103
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_BMBA	Frames:38
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRA	Frames:42
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNL	Frames:14 29
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNR	Frames:14 29
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMntGnt_SKL.WUMntGnt_RUNA	Frames:15 30 45 61
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_RWLKA	Frames:20 42 65 87 108 129
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_TRNL	Frames:14 29
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_TRNR	Frames:14 29
		AnimationSound = Sound:GiantFootstepWater		RequiredMC:WADING	Animation:WUMNTGNT_SKL.WUMNTGNT_WLKA	Frames:20 42 65 87 108 129

	; ----- tied up escape -----
		AnimationSound = Sound:MountainGiantFreedMS							Animation:WUMNTGNT_SKL.WUMNTGNT_GTPB	Frames:1

	End


; *** ENGINEERING Parameters ***

	RadarPriority	= UNIT
	KindOf			= PRELOAD SELECTABLE HEAVY_MELEE_HITTER CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY BIG_MONSTER NO_FREEWILL_ENTER
	BuildCost		= M_WILD_MOUNTAIN_GIANT_BUILDCOST				
	BuildTime		= M_WILD_MOUNTAIN_GIANT_BUILDTIME		
	BountyValue		= M_WILD_MOUNTAIN_GIANT_BOUNTYVALUE
	
	Body = ActiveBody ModuleTag_Body
		CheerRadius		= M_EMOTION_CHEER_RADIUS
		MaxHealth		= M_WILD_MOUNTAIN_GIANT_HEALTH
		MaxHealthDamaged	= M_WILD_MOUNTAIN_GIANT_HEALTH_DAMAGED
		BurningDeathBehavior = Yes										//Added for SEE!
		BurningDeathFX	   = FX_InfantryBurningFlame						//Added for SEE!
	End
	
	Behavior = AutoHealBehavior ModuleTag_MarksModMountainGiantHealing
	StartsActive 		= Yes
		HealingAmount 		= M_MARKSMOD_HEAL_AMOUNT_LOW
		HealingDelay 		= 2000
		StartHealingDelay 	= M_MARKSMOD_HEAL_DELAY 
		HealOnlyIfNotInCombat 	= Yes
		UnitHealPulseFX		= FX_SpellHealUnitHealBuff
	End

	Behavior = StancesBehavior ModuleTag_StancesBehavior
	StanceTemplate = Hero
  End

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
		AILuaEventsList				= MountainGiantFunctions
		AttackPriority				= AttackPriority_Cavalry				//Added for SEE!
	BurningDeathTime =	M_BURNINGDEATH_DURATION_INFANTRY				//Added for SEE!
	End
	
  Behavior = FlammableUpdate ModuleTag_BurningDeathPromotor;ADDED FOR SEE!
		AflameDuration		= M_TROOP_AFLAME_DURATION	// If I catch fire, I'll burn for this long...
		AflameDamageAmount	= M_TROOP_AFLAME_DAMAGE_AMOUNT			// taking this much damage...
		AflameDamageDelay	= M_TROOP_AFLAME_DAMAGE_DELAY		// this often.
		FlameDamageLimit	= M_TROOP_FLAME_DAMAGE_LIMIT
		FlameDamageExpiration		= M_TROOP_FLAME_DAMAGE_EXPIRATION
	End	

	Behavior = FireWeaponWhenDeadBehavior FireDeadTag
		RequiredStatus	= DEATH_1
		StartsActive	= Yes
		DelayTime		= 3400
		DeathWeapon		= MountainGiantDeath
		WeaponOffset	= X:-68 Y:0 Z:0;Fire the death weapon right behind the object.
	End	

	LocomotorSet
		Locomotor = GiantLocomotor //RohanTreeBeardLocomotor
		Condition = SET_NORMAL 
		Speed	 = M_NORMAL_WILD_INFANTRY_MEMBER_SPEED
	End
	
	LocomotorSet
		Locomotor = BurningDeathLocomotorCavalry
		Condition = SET_BURNINGDEATH
		Speed	  = M_BURNINGDEATH_WANDERSPEED_MUMAK
	End	

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
		ShockStandingTime =	3600; tuned to mountain giant's GTPA anim
	End
	
	Behavior = SlowDeathBehavior ModuleTag_50
		DeathTypes			= ALL -FADED
		DestructionDelay	= 40000
		DecayBeginTime		= 7000
		SinkDelay			= 14000
		SinkRate			= 1.3						; in Dist/Sec
		Sound				= INITIAL MountainGiantVoxDie
		DeathFlags			= DEATH_1					; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
	End

	Behavior = SquishCollide ModuleTag_06
	;nothing
	End

	Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End

;############################################################;Sûlherokhh mod start
;-------------Added for SEE since almost all units use this.
	Behavior = BezierProjectileBehavior ModuleTag_BodyHitHorse; Module starts asleep, and wakes up when thrown.
		// To tweak a Bezier path
		FirstHeight					= 24	// Height of Bezier control points above highest intervening terrain
		SecondHeight				= 24
		FirstPercentIndent			= 30%	// Percentage of shot distance control points are placed
		SecondPercentIndent			= 70%
		TumbleRandomly				= Yes
		CrushStyle					= Yes	// I don't detonate, I just hit
		DieOnImpact					= Yes
		BounceCount					= 1		// When I hit the ground, I'll arc again
		BounceDistance				= 40	// this far
		BounceFirstHeight			= 24	// Height of Bezier control points above highest intervening terrain
		BounceSecondHeight			= 24
		BounceFirstPercentIndent	= 20%	// Percentage of shot distance control points are placed
		BounceSecondPercentIndent	= 80%
	GroundHitWeapon   = HorseBodyImpactWarhead_SEE
	GroundBounceWeapon   = HorseBodyImpactWarhead_SEE
		GroundHitFX	   = FX_ThrownRockGroundHit
		GroundBounceFX	= FX_ThrownRockBounceHit
	PreLandingStateTime = 1000
	PreLandingEmotion = DOOM
	PreLandingEmotionRadius = 25.0
	End
;############################################################;Sûlherokhh mod end

 	Behavior = EmotionTrackerUpdate	Module_EmotionTracker		; required for faramir's wounding arrow
		TauntAndPointDistance		= 500
		TauntAndPointUpdateDelay	= 1000
		
		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

;----------------------------------------

 	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
 		HitReactionLifeTimer1 = 2500 
		HitReactionThreshold1 = 50.0 
 	End

  Behavior = AimWeaponBehavior AimWeaponModuleTag
		AimNearDistance = 50.0; If target closer than this, give Near flag.  This and IsAimingWeapon combine to give extra model condition flags
	End


;;; STOMP SPECIAL ABILITY;;;
	Behavior = SpecialPowerModule ModuleTag_StompStarter	   
		SpecialPowerTemplate	  = SpecialAbilityWildMountainGiantStomp
		UpdateModuleStartsAttack  = Yes
		StartsPaused				= No
	End
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_StompWeaponFireUpdate   
		SpecialPowerTemplate	= SpecialAbilityWildMountainGiantStomp
		WhichSpecialWeapon		= 2	; SPECIAL_WEAPON_TWO
		SkipContinue			= Yes
		UnpackTime			  = 1367		//Frames 1-41 (of 97)
		PackTime				= 1867		//Remaining frames 41-97
		FreezeAfterTriggerDuration = 2000; Hold AI for this long after we fire.
		AwardXPForTriggering	= 0
		StartAbilityRange		= 25.0;80.0
		SpecialWeapon			= WildMountainGiantStomp
	End

	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End		

	//Toggle CommandSet Based on Weaponset condition flags
	Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
		ModelConditionFlags			= ATTACKING_POSITION
		ModelConditionCommandSet	= WildMountainGiantRockCommandSetStopBombard
		WeaponSetFlags				= WEAPONSET_TOGGLE_1
		WeaponToggleCommandSet		= WildMountainGiantRockCommandSet
	End
	
	// When created, automatically switch to rock-throwing
	Behavior = DoCommandUpgrade Module_DoCommandUpgrade	
		TriggeredBy = Upgrade_SwitchToRockThrowing
		GetUpgradeCommandButtonName = Command_ToggleMountainGiantRockThrow
	End
	
	Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
	End

;///////////////////
; AISpecialPowers
;///////////////////
	
	Behavior = AISpecialPowerUpdate ToggleSiegeModeAI
		CommandButtonName = Command_ToggleMountainGiantRockThrow
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_SIEGE
	End
	
	Behavior = AISpecialPowerUpdate STOMPAI
		CommandButtonName = Command_SpecialAbilityWildMountainGiantStomp
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
		SpecialPowerRadius = 50
	SpecialPowerRange = 25
	End

	#include "..\..\..\..\includes\Battlestance_SEE.inc"

	Geometry			= CYLINDER
	GeometryMajorRadius = 30 //25 //15;So we can crush TREES!
	GeometryHeight		= 67.2 //56.0 (+20%)
	GeometryIsSmall		= No
	Shadow				= SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
	ShadowSizeX			= 36; clamp the angle so shadow isn't as long.

End

;---------------------------------------------------------------------------------------------------------------
;¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤
;---------------------------------------------------------------------------------------------------------------
ChildObject WildMountainGiantSentry WildMountainGiant

	Draw = W3DScriptedModelDraw ModuleTag_01
	
		StaticModelLODMode		= Yes

		OkToChangeModelColor	= Yes
		ExtraPublicBone			= IMPACT
		ExtraPublicBone			= ROCK		

		StaticModelLODMode		= yes; Will append M or L to the skin name depending on GameLOD
	
	
		DefaultModelConditionState
			Model			   = WUMntGnt_SKN
			Skeleton			= WUMntGnt_SKL
			WeaponLaunchBone	= PRIMARY ROCK
			WeaponLaunchBone	= SECONDARY ROCK
		End
		

		IdleAnimationState
			StateName = Idle
			Animation = Breathe
				AnimationName = WUMntGnt_FIDLA 
				AnimationMode = ONCE
				AnimationBlendTime = 10
				AnimationPriority = 40
			End
			Animation = BellyScratch
				AnimationName = WUMntGnt_FIDLB
				AnimationMode = ONCE
				AnimationBlendTime = 10
				AnimationPriority = 10
			End			
			Flags						= RESTART_ANIM_WHEN_COMPLETE		
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End
		
		AnimationState = DYING
			Animation
				AnimationName	 =  WUMntGnt_FDIEA
				AnimationMode	 = ONCE
			End
		End		

		AnimationState = FIRING_OR_PREATTACK_A 
			Animation
				AnimationName = WUMntGnt_FATKA
				AnimationMode = ONCE
				UseWeaponTiming = Yes
				AnimationBlendTime = 0
			End
			BeginScript
				CurDrawableShowSubObjectPermanently("ROCK")
			EndScript
			FrameForPristineBonePositions = 99
			StateName = Throw
		End		

		AnimationState = TURN_LEFT
			Animation
				AnimationName = WUMntGnt_FTNL
				AnimationMode = LOOP				
				AnimationBlendTime = 10
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

		AnimationState = TURN_RIGHT
			Animation
				AnimationName = WUMntGnt_FTNR
				AnimationMode = LOOP
				AnimationBlendTime = 10
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End
	End;//Draw Module

;// No command points for this as it's free.
	CommandPoints			= 0
  VisionRange = #SUBTRACT( M_WILD_FORTRESS_VISION_RANGE M_VISION_FORTRESS_EXPANSION_DIF )
  ShroudClearingRange = #SUBTRACT( M_WILD_FORTRESS_SHROUD_CLEAR M_SHROUD_CLEAR_FORTRESS_EXPANSION_DIF )
	ShockwaveResistance		= M_SHOCKWAVE_RESISTANCE_ALWAYS


;//Should be the same kindof as the Wild Mountain Giant except with IGNORE_SELECT_ALL
	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY BIG_MONSTER IGNORES_SELECT_ALL NO_FREEWILL_ENTER

;// Needs a specialised command set without move based commands.
	CommandSet = WildMountainGiantSentryCommandSet

	Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
		ModelConditionFlags			= ATTACKING_POSITION
		ModelConditionCommandSet	= WildMountainGiantSentryCommandSetStopBombard
	End
	
	WeaponSet
		Conditions		  =  None
		Weapon			  =  PRIMARY	WildMountainGiantSentryRockThrow	
	;Weapon			  =  PRIMARY	GondorArcherBow
	End

	LocomotorSet
		Locomotor = FloatingCatapultLocomotor
		Condition = SET_NORMAL
		Speed	 = 0
	End
			
; *** AUDIO Parameters ***;

	#include "..\..\..\includes\StandardUnitEvaEvents.inc"

	VoiceAttack				= MountainGiantVoxAttack
	VoiceAttackCharge		= MountainGiantVoxAttack
	VoiceAttackMachine		= MountainGiantVoxAttack
	VoiceAttackStructure	= MountainGiantVoxAttack
	VoiceCreated			= NoSound
	VoiceCreated			= +SOUND:MountainGiantVoxCreated
	VoiceFullyCreated		= NoSound
	VoiceFullyCreated		= +SOUND:MountainGiantVoxCreated
	VoiceGuard				= MountainGiantVoxMove
	VoiceMove				= MountainGiantVoxMove
	VoicePriority			= 30
	VoiceSelect				= MountainGiantVoxSelectMS
	VoiceSelectBattle		= MountainGiantVoxSelectMS
	
	SoundAmbient			= MountainGiantVoxAmbientLoop
	SoundImpact				= ImpactHorse

	UnitSpecificSounds
		VoiceEnterUnitEvilMenTransportShip	= NoSound
		VoiceEnterUnitMordorMumakil			= NoSound
		VoiceEnterUnitSlaughterHouse		= NoSound
		VoiceGarrison						= NoSound
		VoiceInitiateCaptureBuilding		= NoSound
	End

;------------------------------

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	= No
	End

	//We should die when the expansion does!
	Behavior = SlavedUpdate ModuleTag_Slave
		DieOnMastersDeath	= Yes
		MarkUnselectable	= No
	End

	Behavior = SlowDeathBehavior ModuleTag_50
		DeathTypes			= ALL						;-KNOCKBACK -FADED
		DestructionDelay	= 1800		
		SinkDelay			= 0
		SinkRate			= 10.0						; in Dist/Sec
		Sound				= INITIAL MountainGiantVoxDie
		DeathFlags			= DEATH_1					; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
	End
	
	Scale = 1.2 //20% bigger for SEE! //Used to be ".80"

	Shadow = SHADOW_VOLUME
End

;---------------------------------------------------------------------------------------------------------------
;¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤
;---------------------------------------------------------------------------------------------------------------

ChildObject WildMountainGiant_Summoned WildMountainGiant
	IsTrainable	  =	No
	CommandPoints =	0
	CommandSet	  =	WildMountainGiantCommandSet
	EquivalentTo  =	WildMountainGiant
	
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
	// This one displays the timer, but the one in the uint does the work 
		MinLifetime		= M_CREATE_A_HERO_REINFORCEMENT_LIFETIME
		MaxLifetime		= M_CREATE_A_HERO_REINFORCEMENT_LIFETIME
		DeathType		= FADED
	End	

	Behavior = SlowDeathBehavior ModuleTag_FadeDeath
		DeathTypes			= NONE +FADED
		FadeDelay			= 0
		FadeTime			= 5000
		DestructionDelay	= 5000
		DeathFlags			= DEATH_3
		Sound = INITIAL SpellGenericUnsummonFasterMS
	End	

End

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#605 Rob38

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Posted 21 August 2008 - 05:11 PM

Try adding this piece of code right above "ModelConditionState = DYING DECAY DEATH_1" in your animation code. I think that should make it work.

ModelConditionState = DYING DECAY DEATH_1 BURNINGDEATH
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
		End

		AnimationState = DYING DECAY DEATH_1 BURNINGDEATH
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

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#606 Nazgûl

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Posted 24 August 2008 - 02:05 AM

Oups, I almost missed this reply :p

Thanks Rob... It still won't work though. I wonder if the burning death state somehow disables the decay?... hm... :/

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#607 Rob38

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Posted 24 August 2008 - 04:01 AM

No, Burning Death should not affect the decay animation. Looking through your death animations again, I noticed that your order is not correct. So replace your death animations with the part below:

;-------------------------- DYING ANIMS --------------------------------- 

ModelConditionState = DYING DECAY DEATH_1 BURNINGDEATH
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
		End

		AnimationState = DYING DECAY DEATH_1 BURNINGDEATH
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING SPLATTED DECAY DEATH_1
			Animation
				AnimationName	  = WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

		ModelConditionState = DYING DECAY DEATH_1
			Model				= WUMntGnt_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
		End

		AnimationState = DYING DECAY DEATH_1
			Animation = dead1
				AnimationName	= WUMntGnt_DISA.WUMntGnt_DISA
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
		End

		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName	  = WUMntGnt_SKL.WuMntGnt_LNDA
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript
			ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
		End

	   AnimationState = DYING DEATH_3
			Animation
				AnimationName = WUMntGnt_SKL.WUMntGnt_IDLA
				AnimationMode = LOOP
			End
		End		

ModelConditionState = DYING BURNINGDEATH
		Model			   = WUMntGnt_SKN		
	End	
		AnimationState		= DYING BURNINGDEATH
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode		= ONCE //LOOP
				AnimationBlendTime	= 10
		   ;Distance = 250 //100
			End		
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			 
		End		
		
		AnimationState		= DYING AFLAME
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode		= ONCE //LOOP
				AnimationBlendTime	= 10
		   ;Distance = 250 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			
		End			
		
	  AnimationState = DYING WEAPONSET_TOGGLE_1
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_RDIEA
				AnimationMode	 = ONCE
			End
			ParticleSysBone = BAT_SPINE1 AshSplatDust_SEE FollowBone:Yes
		End	  
			   
		AnimationState = DYING
			Animation
				AnimationName	 = WUMntGnt_SKL.WUMntGnt_DIEA
				AnimationMode	 = ONCE
			End
			// DIEB falls forward and cannot be used until there is an equivalent RDIEB so that the DeathWeapon can match properly!
			// In other words - there's no CRUSH weapon and no skeleton decay animation! Too bad cause the falling anim is great!!! /Nazgul 

AnimationState		= BURNINGDEATH
			Animation			= Stoned
				AnimationName		= WUMntGnt_SKL.WUMntGnt_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 250 //100
			End
			Flags	= RANDOMSTART			 
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_NECK01 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE2 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes	
			ParticleSysBone	 = B_HANDR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDR FireSmall FollowBone:yes
			ParticleSysBone	 = B_HANDL FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_HANDL FireSmall FollowBone:yes			
		End

Hopefully that will work but if not, I'll take another look.

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#608 Nazgûl

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Posted 24 August 2008 - 08:15 PM

Cool... it worked! :D And I could fix the Drummer Troll the same way. I'll see if it helps with the remaining trolls too... :)

Edited by Nazgûl, 24 August 2008 - 08:15 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#609 Nazgûl

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Posted 24 August 2008 - 09:14 PM

LOL.. coding anims in general are really driving me NUTS! :p
I've comed to the conclusion that of all coding that can be done, I dislike Hero Powers and FX the most, but coding anims is something I really HATE (cause I suck at it) :) I just can't get it right. Adding anims on existing states is easy as cake, bud adding non existant anims in the RIGHT SPOT - geeez...

EDIT: some progress... but still not perfect :D

Here's what happens with the Mountain Troll. When attacked with flame damage until death, he:
1) Goes into rampage (RPGC) for about 1 sec. He should go into panick run (MFDA) right away when set on fire... RPGC is (meant) for all other damage/deaths... But I guess this can pass as logical though, lol
2) Now, after the short rampage, he goes into MFDA and runs off waving arms and sprouting flames and smoke (which is good!)
Here's the remaining problem...
3) Falls down, still according to plan, but sometimes gets the wrong decay...
I guess I've connected the DEATH_1 and DEATH_2 wrong, but sometimes I go blind from all the codes =p



Here's the code...

;-------------------------- DYING ANIMS ---------------------------------

		ModelConditionState = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End				
		End
		AnimationState = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End			
		End	
		
		ModelConditionState = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End			
		End
		AnimationState = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End			
		End			

		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState = DYING SPLATTED DECAY DEATH_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End
		
		ModelConditionState = DYING SPLATTED DECAY DEATH_2
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState = DYING SPLATTED DECAY DEATH_2
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End		

		ModelConditionState = DYING DECAY DEATH_1
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING DECAY DEATH_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End
		
		ModelConditionState = DYING DECAY DEATH_2
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING DECAY DEATH_2 
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_2
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End		

		AnimationState = DYING DEATH_3
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
				AnimationMode = LOOP
			End
		End		
		
		
		
	ModelConditionState 	= DYING BURNINGDEATH
		Model			   = MUMntTroll_SKN		
	End
	AnimationState			= DYING BURNINGDEATH			//Added for SEE!
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEA
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End		
		
	AnimationState			= DYING AFLAME			//Added for SEE!
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEA
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End				
				
	AnimationState = DYING WEAPONSET_TOGGLE_1
		Animation
			AnimationName	 = MUMntTroll_SKL.MUMntTroll_DIEE
			AnimationMode	 = ONCE
		End
		ParticleSysBone = BAT_SPINE1 TrollSplatDust FollowBone:Yes
	End  


		AnimationState = DYING DEATH_1
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
				AnimationMode = ONCE
			End
			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End

	;ModelConditionState = DYING
	;	Model				= MUMntTroll_SKN			
	;End
		AnimationState = DYING
			Animation
				AnimationName	 =  MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode	 = ONCE
			End
		End
		
		AnimationState		= BURNINGDEATH
			Animation		
				AnimationName		= MUMntTroll_SKL.MUMntTroll_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 200 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes			
			Flags	= RANDOMSTART 
		End

I really appreciate this help Rob. I wish I was better with anims, but I find them really weird to work with... :p

Edited by Nazgûl, 24 August 2008 - 11:53 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#610 Nazgûl

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Posted 25 August 2008 - 01:13 AM

Update.... *pheew*

Fiddled a LOT, and now I'm down to this:
- "Everything" works, except Decay anims. Troll seems to always get decay on belly (DISB), even when it falls backwards (DIEA), and sometimes also gettin decay on back (DISC) when falling forwards (DIEB). I'm loosing my mind here... lol

Also, I have no idea what happens when using tree (WEAPONSTATE_ONE) - haven't tested that yet. Guess that will need some more animation codes added too... gosh :D

But, can you/anyone see what I've done wrong with the setup of decay (DISA, DISB and DISC)... :)

;-------------------------- DYING ANIMS ---------------------------------
;-------------------------- Decay with stone, dying burningdeath
		ModelConditionState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB;DISB is forwards and when dying WEAPONSET_TOGGLE_1 (stone), troll falls forward! /Naz
				AnimationMode	= ONCE
			End				
		End		
;-------------------------- Decay 1, dying burningdeath
		ModelConditionState = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript			
		End	
;-------------------------- Decay 2, dying burningdeath		
		ModelConditionState = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End			
		End
		AnimationState = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript			
		End			

;-------------------------- Decay splatted		
		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState = DYING SPLATTED DECAY DEATH_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End
		
		ModelConditionState = DYING SPLATTED DECAY DEATH_2
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState = DYING SPLATTED DECAY DEATH_2
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End		

;-------------------------- Decay with stone 1
		ModelConditionState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End		

;-------------------------- Decay 1
		ModelConditionState = DYING DECAY DEATH_1
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End

;-------------------------- Decay with stone 2
		ModelConditionState = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End		

;-------------------------- Decay 2
		ModelConditionState = DYING DECAY DEATH_2
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState = DYING DECAY DEATH_2 
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_2
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End		



		AnimationState = DYING DEATH_3		//Used by "MordorCaveTroll_Summoned"!
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
				AnimationMode = LOOP
			End
		End		
		
		
		
	ModelConditionState 	= DYING BURNINGDEATH
		Model			   = MUMntTroll_SKN		
	End
	AnimationState			= DYING BURNINGDEATH			//Added for SEE!
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEA
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End		
		
	AnimationState			= DYING AFLAME			//Added for SEE!
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEA
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
		Animation
			AnimationName	= MUMntTroll_SKL.MUMntTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End				
				
	AnimationState = DYING WEAPONSET_TOGGLE_1
		Animation
			AnimationName	 = MUMntTroll_SKL.MUMntTroll_DIEE
			AnimationMode	 = ONCE
		End
		ParticleSysBone = BAT_SPINE1 TrollSplatDust FollowBone:Yes
	End  


		AnimationState = DYING DEATH_1
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
				AnimationMode = ONCE
			End
			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End

	;ModelConditionState = DYING
	;	Model				= MUMntTroll_SKN			
	;End
		AnimationState = DYING
			Animation
				AnimationName	 =  MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode	 = ONCE
			End
		End
		
		AnimationState		= BURNINGDEATH
			Animation		
				AnimationName		= MUMntTroll_SKL.MUMntTroll_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 200 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes			
			Flags	= RANDOMSTART 
		End

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#611 Rob38

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Posted 25 August 2008 - 05:21 PM

Try this :thumbsupsmiley:
; Splatted death goes first, independant of death flags

				ModelConditionState = DYING DECAY SPLATTED BURNINGDEATH
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End;

		AnimationState = DYING DECAY SPLATTED BURNINGDEATH 
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End

		ModelConditionState = DYING DECAY SPLATTED
			Model				= MUMntTroll_DISC
			RetainSubObjects	= Yes
		End;

		AnimationState = DYING DECAY SPLATTED 
			Animation = dead1
				AnimationName	= MUMntTroll_DISC.MUMntTroll_DISC
				AnimationMode	= ONCE
			End
		End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

				ModelConditionState = DYING DECAY DEATH_1 BURNINGDEATH 
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 BURNINGDEATH 
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
		End

		ModelConditionState = DYING DECAY DEATH_1
			Model				= MUMntTroll_DISA
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_1 
			Animation = dead1
				AnimationName	= MUMntTroll_DISA.MUMntTroll_DISA
				AnimationMode	= ONCE
			End
		End
;;;;;;;;;;;;;;;;;;;;;

		ModelConditionState = DYING DECAY DEATH_2 BURNINGDEATH 
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_2 BURNINGDEATH 
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End

		ModelConditionState = DYING DECAY DEATH_2
			Model				= MUMntTroll_DISB
			RetainSubObjects	= Yes
		End

		AnimationState = DYING DECAY DEATH_2 
			Animation = dead1
				AnimationName	= MUMntTroll_DISB.MUMntTroll_DISB
				AnimationMode	= ONCE
			End
		End
;;;;;;;;;;;;;;;;;;;
		AnimationState			= CHANT_FOR_GROND; used for cine shot in-game.
			Animation			= playingDrums
				AnimationName	= MUMntTroll_SKL.MUMntTroll_DRMA
				AnimationMode	= ONCE
			End
		End

; Flailing must go before dying in case we are dead in the air
		AnimationState = STUNNED_FLAILING
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_FLYA
				AnimationMode = LOOP
			End
		End
;;;;;;;;;;;;;;;;;;;;;;;;;;

				AnimationState = DYING DEATH_3 BURNINGDEATH 
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
				AnimationMode = LOOP
			End
		End

		AnimationState = DYING DEATH_3
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
				AnimationMode = LOOP
			End
		End

			   AnimationState = DYING SPLATTED BURNINGDEATH
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End

		AnimationState = DYING SPLATTED
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
				AnimationMode = ONCE
			End
		End

				AnimationState = DYING DEATH_1 BURNINGDEATH
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
				AnimationMode = ONCE
			End

			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End

		AnimationState = DYING DEATH_1
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
				AnimationMode = ONCE
			End

			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End

			   AnimationState = DYING DEATH_2 BURNINGDEATH
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode = ONCE
			End

			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End

		AnimationState = DYING DEATH_2
			Animation
				AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode = ONCE
			End

			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End

				ModelConditionState = DYING BURNINGDEATH
			Model				= MUMntTroll_SKN			
		End

		AnimationState = DYING BURNINGDEATH
			Animation
				AnimationName	 =  MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode	 = ONCE
			End
						ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
		End

	AnimationState			= DYING AFLAME			//Added for SEE!
		Animation
				AnimationName	 =  MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode	 = ONCE
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_PELVIS FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End	

		ModelConditionState = DYING
			Model				= MUMntTroll_SKN			
		End

		AnimationState = DYING
			Animation
				AnimationName	 =  MUMntTroll_SKL.MUMntTroll_DIEB
				AnimationMode	 = ONCE
			End
		End
		
		AnimationState		= BURNINGDEATH
			Animation		
				AnimationName		= MUMntTroll_SKL.MUMntTroll_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 200 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes			
			Flags	= RANDOMSTART 
				 End

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#612 Nazgûl

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Posted 25 August 2008 - 09:50 PM

But... you removed almost all my added and diversified code for the different DIE and DIS states...? ;) :p
I see one big difference though, and that's DISC at top, as the EA codes say "Splatted death goes first". I think I accidently deleted that line of info a while back and forgot about it, dang. Thanks Rob for that piece of the anim puzzle!!! :thumbsupsmiley:

EDIT: YAY!!!! With some further splitting ups, polishing and additions - success... finally fixed!
Only Attack Troll and Cave Troll left of all the humanoid monsters... I'll see how far I can go using these codes =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#613 Rob38

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Posted 26 August 2008 - 03:37 AM

One thing that I find helpful is to try to add one new thing at a time and not try to add multiple things all at once. It can save you a lot of headache later on when you get errors and you don't know what's wrong. :p Anyways, glad that it works now. :p

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#614 Nazgûl

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Posted 26 August 2008 - 07:17 PM

Yeah awesome :huh: Somtimes I go blind from staring at stuff too long and it really helps to get someone elses clear view on the subject :p

I guess I'll be back soon though, with new probs... probably with the Cave Troll, lol :p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#615 Nazgûl

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Posted 01 September 2008 - 05:15 PM

Right. here we go with the Cave Troll, after countless of hours setting up the new anims =/... One problem remaining:
- Troll goes into the panic run (MFDA) as supposed to when set aflame.... runs off, but when he's supposed to fall down (DIEC), he keeps on running (MFDA) - on the spot? I've used the same setup as Mountain Troll and Attack Troll, who's both working fine now?

Any ideas Rob38, or anyone? :p

;-------------------------- DYING ANIMS ---------------------------------; Splatted death goes first, independant of death flags
	
;-------------------------- Decay splatted
		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= MUCavTroll_DISA
			RetainSubObjects	= Yes
		End	
		AnimationState		 = DYING SPLATTED DECAY DEATH_1
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISA.MUCavTroll_DISA
				AnimationMode	  = ONCE
			End
		End
		
		ModelConditionState = DYING SPLATTED DECAY DEATH_2
			Model				= MUCavTroll_DISA
			RetainSubObjects	= Yes
		End	
		AnimationState		 = DYING SPLATTED DECAY DEATH_2
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISA.MUCavTroll_DISA
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 1 with Orc in hand, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1  WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 2 with Orc in hand, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_2 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay with stone, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME		
			Model				= MUCavTroll_DISC; rock throwing always falls forward
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 1, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 2, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		AnimationState		 = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Animation
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 1 with Orc in hand
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSTATE_TWO
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1  WEAPONSTATE_TWO
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
		End

;-------------------------- Decay 2 with Orc in hand
		ModelConditionState	= DYING DECAY DEATH_2 WEAPONSTATE_TWO
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2  WEAPONSTATE_TWO
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
	
;-------------------------- Decay with stone
		ModelConditionState	= DYING DECAY WEAPONSET_TOGGLE_1	; rock throwing always falls forward
			Model				= MUCavTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY WEAPONSET_TOGGLE_1
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End

;-------------------------- Decay 1
		ModelConditionState	= DYING DECAY DEATH_1
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End

;-------------------------- Decay 2
		ModelConditionState	= DYING DECAY DEATH_2
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_2
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End
		
	
;-------------------------- Dying BurningDeath	
	ModelConditionState = DYING BURNINGDEATH
		Model			   = MuCavTroll_SKN		
	End
	AnimationState			= DYING BURNINGDEATH			//Added for SEE!
	;Animation
	;	AnimationName	= MuCavTroll_DIEB
	;	AnimationMode	= ONCE
	;	AnimationBlendTime = 10
	;End
		Animation
			AnimationName	= MuCavTroll_DIEC
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End			

;-------------------------- Dying Aflame
	AnimationState			= DYING AFLAME			//Added for SEE!
	;Animation
	;	AnimationName	= MuCavTroll_DIEB
	;	AnimationMode	= ONCE
	;	AnimationBlendTime = 10
	;End
		Animation
			AnimationName	= MuCavTroll_DIEC
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End					
		
;-------------------------- Dying with Orc in hand
		AnimationState = DYING SPLATTED WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End
		AnimationState = DYING DEATH_1 WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB
				AnimationMode = ONCE
			End
				ParticleSysBone = B_PELVIS TrollSplatDust
				ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2 WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode = ONCE
			End
				ParticleSysBone = BAT_SPINE1 TrollSplatDust1
				ParticleSysBone = BAT_HEAD TrollSplatDust1
		End
		AnimationState = DYING WEAPONSTATE_TWO
			Animation
				AnimationName	 =  MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode	 = ONCE
			End
		End
		
;-------------------------- Dying with stone
		AnimationState = DYING WEAPONSET_TOGGLE_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEE;Fall to belly, dropping stone!
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust FollowBone:Yes			
		End

;-------------------------- Dying 1 & 2 (normal dying)		
		AnimationState = DYING DEATH_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB;Fall to back!
				AnimationMode = ONCE
			End
			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC;Fall to belly!
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End
		
		ModelConditionState = DYING
			Model = MuCavTroll_SKN		
		End
		AnimationState = DYING
			Animation
				AnimationName	 =  MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode	 = ONCE
			End
		End
		
;-------------------------- Burningdeath (the panic run)
		AnimationState		= BURNINGDEATH
			Animation
				AnimationName		= MuCavTroll_SKL.MuCavTroll_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 200 //250 //100
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes	
			Flags	= RANDOMSTART			
		End

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#616 Rob38

Rob38

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Posted 01 September 2008 - 07:03 PM

Hmmm... I did notice that you didn't have animations for DYING DEATH_2 BURNINGDEATH or DYING DEATH_1 BURNINGDEATH. That could be the problem.

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#617 Nazgûl

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Posted 01 September 2008 - 07:44 PM

VERY good idea... I completely overlooked that part. It will probably fix another problem I have about not being able to use more than one falling death in BurningDeath, as I can separate them this way with Death_1 and _2. But for the actual falling - it still won't fall. Same problem remains.

I guess it must be another matter of code priority when the engine reads the code? Perhaps I need to move the BurningDeath codes up the ladder, even if this is the setup that works for the other trolls... Hm, gosh I hate anims :(

Edited by Nazgûl, 01 September 2008 - 07:44 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#618 Nazgûl

Nazgûl

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Posted 01 September 2008 - 09:35 PM

Nope... can't move them either. If I move them up, they cancel other anims... So there must be a reference missing still, in the BurningDeath AnimationStates. I really thought your idea would work, but the troll still runs on the spot (MFDA), and then goes directly to the Decay (DISC), skipping the Fall anim (DIEB/DIEC) :blush:

;-------------------------- DYING ANIMS ---------------------------------; Splatted death goes first, independant of death flags

;-------------------------- Decay splatted
		ModelConditionState = DYING SPLATTED DECAY DEATH_1
			Model				= MUCavTroll_DISA
			RetainSubObjects	= Yes
		End	
		AnimationState		 = DYING SPLATTED DECAY DEATH_1
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISA.MUCavTroll_DISA
				AnimationMode	  = ONCE
			End
		End
		
		ModelConditionState = DYING SPLATTED DECAY DEATH_2
			Model				= MUCavTroll_DISA
			RetainSubObjects	= Yes
		End	
		AnimationState		 = DYING SPLATTED DECAY DEATH_2
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISA.MUCavTroll_DISA
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 1 with Orc in hand, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1  WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
			BeginScript; We don't want the Tree here! /Naz
				CurDrawableShowSubObjectPermanently("Trunk01")
			EndScript			
		End
		
;-------------------------- Decay 2 with Orc in hand, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_2 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 WEAPONSTATE_TWO BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
			BeginScript; We don't want the Tree here! /Naz
				CurDrawableShowSubObjectPermanently("Trunk01")
			EndScript				
		End
		
;-------------------------- Decay with stone, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME		
			Model				= MUCavTroll_DISC; rock throwing always falls forward
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		
;-------------------------- Decay 1, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 BURNINGDEATH AFLAME
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript			
		End
		
;-------------------------- Decay 2, dying burningdeath
		ModelConditionState	= DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1 BURNINGDEATH AFLAME
			Animation
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		AnimationState		 = DYING DECAY DEATH_2 BURNINGDEATH AFLAME
			Animation
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript			
		End
		
;-------------------------- Decay 1 with Orc in hand
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSTATE_TWO
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1  WEAPONSTATE_TWO
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
			BeginScript; We don't want the Tree here! /Naz
				CurDrawableShowSubObjectPermanently("Trunk01")
			EndScript				
		End

;-------------------------- Decay 2 with Orc in hand
		ModelConditionState	= DYING DECAY DEATH_2 WEAPONSTATE_TWO
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2  WEAPONSTATE_TWO
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
			BeginScript; We don't want the Tree here! /Naz
				CurDrawableShowSubObjectPermanently("Trunk01")
			EndScript				
		End
	
;-------------------------- Decay with stone 1
		ModelConditionState	= DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1; rock throwing always falls forward
			Model				= MUCavTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End

;-------------------------- Decay 1
		ModelConditionState	= DYING DECAY DEATH_1
			Model				= MUCavTroll_DISB
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_1 
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISB.MUCavTroll_DISB
				AnimationMode	  = ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End
		
;-------------------------- Decay with stone 2
		ModelConditionState	= DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1; rock throwing always falls forward
			Model				= MUCavTroll_DISC
			RetainSubObjects	= Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 WEAPONSET_TOGGLE_1
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End

;-------------------------- Decay 2
		ModelConditionState	= DYING DECAY DEATH_2
			Model				= MUCavTroll_DISC
			RetainSubObjects = Yes
		End
		AnimationState		 = DYING DECAY DEATH_2 
			Animation			= dead1
				AnimationName	   = MUCavTroll_DISC.MUCavTroll_DISC
				AnimationMode	  = ONCE
			End
		End
		AnimationState = DYING SPLATTED DEATH_2
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End
		
	
;-------------------------- Dying BurningDeath	
	ModelConditionState 	= DYING DEATH_1 BURNINGDEATH
		Model			   = MuCavTroll_SKN		
	End
	AnimationState			= DYING DEATH_1 BURNINGDEATH			//Added for SEE!
		Animation
			AnimationName	= MuCavTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
;Animation
;	AnimationName	= MuCavTroll_DIEC
;	AnimationMode	= ONCE
;	AnimationBlendTime = 10
;End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End

	ModelConditionState 	= DYING DEATH_2 BURNINGDEATH
		Model			   = MuCavTroll_SKN		
	End
	AnimationState			= DYING DEATH_2 BURNINGDEATH			//Added for SEE!
;Animation
;	AnimationName	= MuCavTroll_DIEB
;	AnimationMode	= ONCE
;	AnimationBlendTime = 10
;End
		Animation
			AnimationName	= MuCavTroll_DIEC
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End	

;-------------------------- Dying Aflame
	AnimationState			= DYING DEATH_1 AFLAME			//Added for SEE!
		Animation
			AnimationName	= MuCavTroll_DIEB
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
;Animation
;	AnimationName	= MuCavTroll_DIEC
;	AnimationMode	= ONCE
;	AnimationBlendTime = 10
;End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End	
	AnimationState			= DYING DEATH_2 AFLAME			//Added for SEE!
;Animation
;	AnimationName	= MuCavTroll_DIEB
;	AnimationMode	= ONCE
;	AnimationBlendTime = 10
;End
		Animation
			AnimationName	= MuCavTroll_DIEC
			AnimationMode	= ONCE
			AnimationBlendTime = 10
		End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes		
	End					
		
;-------------------------- Dying with Orc in hand
		AnimationState = DYING SPLATTED WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
				AnimationMode = ONCE
			End
		End
		AnimationState = DYING DEATH_1 WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB
				AnimationMode = ONCE
			End
				ParticleSysBone = B_PELVIS TrollSplatDust
				ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2 WEAPONSTATE_TWO
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode = ONCE
			End
				ParticleSysBone = BAT_SPINE1 TrollSplatDust1
				ParticleSysBone = BAT_HEAD TrollSplatDust1
		End
		AnimationState = DYING WEAPONSTATE_TWO
			Animation
				AnimationName	 =  MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode	 = ONCE
			End
		End
		
;-------------------------- Dying with stone
		AnimationState = DYING WEAPONSET_TOGGLE_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEE;Fall to belly, dropping stone!
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust FollowBone:Yes			
		End

;-------------------------- Dying 1 & 2 (normal dying)		
		AnimationState = DYING DEATH_1
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB;Fall to back!
				AnimationMode = ONCE
			End
			ParticleSysBone = B_PELVIS TrollSplatDust
			ParticleSysBone = BAT_HEAD TrollSplatDust
		End
		AnimationState = DYING DEATH_2
			Animation
				AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC;Fall to belly!
				AnimationMode = ONCE
			End
			ParticleSysBone = BAT_SPINE1 TrollSplatDust1
			ParticleSysBone = BAT_HEAD TrollSplatDust1
		End
		
		ModelConditionState = DYING
			Model = MuCavTroll_SKN		
		End
		AnimationState = DYING
			Animation
				AnimationName	 =  MuCavTroll_SKL.MuCavTroll_DIEC
				AnimationMode	 = ONCE
			End
			BeginScript
				CurDrawableHideSubObjectPermanently("ROCK")
			EndScript			
		End
		
;-------------------------- Burningdeath (the panic run)
		AnimationState		= BURNINGDEATH
			Animation
				AnimationName		= MuCavTroll_SKL.MuCavTroll_MFDA
				AnimationMode		= LOOP
				AnimationBlendTime	= 10
				Distance = 100;<<< Sets the speed of the anim! /Naz
			End
			ParticleSysBone	 = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone	 = B_SPINE FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = B_SPINE FireSmall FollowBone:yes			
			ParticleSysBone	 = BAT_UARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_UARML FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARMR FireSmall FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone	 = BAT_FARML FireSmall FollowBone:yes	
			Flags	= RANDOMSTART			
		End

Edited by Nazgûl, 01 September 2008 - 09:39 PM.

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#619 Rob38

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Posted 01 September 2008 - 11:11 PM

Hmmm.... I no longer see just the DYING BURNINGDEATH condition. Try putting that right before the DYING condition. It is quite odd that this isn't working considering that it works for the mountain giant and troll. :blush:

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#620 Nazgûl

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Posted 02 September 2008 - 12:34 AM

Thanks, just tried it... but still no change. And I agree... it's really odd, as the other trolls work perfectly this way! :p

Guess I'll have to leave this matter for later and list it in the "permanent Bugs" list, for now... :blush:

Edited by Nazgûl, 02 September 2008 - 03:04 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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