Nazgûls "Special Extended Edition"
#601
Posted 19 August 2008 - 04:29 PM
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... :/
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#602
Posted 19 August 2008 - 04:34 PM
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)
The 4th Age version 0.8 has been released: Link
#604
Posted 19 August 2008 - 05:58 PM
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!
However, when he has fallen down, he never gets the skeleton decay as usual... the body starts to sink with the skin still intact =/
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}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#605
Posted 21 August 2008 - 05:11 PM
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
#606
Posted 24 August 2008 - 02:05 AM
Thanks Rob... It still won't work though. I wonder if the burning death state somehow disables the decay?... hm... :/
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#607
Posted 24 August 2008 - 04:01 AM
;-------------------------- 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.
#608
Posted 24 August 2008 - 08:15 PM
Edited by Nazgûl, 24 August 2008 - 08:15 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#609
Posted 24 August 2008 - 09:14 PM
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
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...
Edited by Nazgûl, 24 August 2008 - 11:53 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#610
Posted 25 August 2008 - 01:13 AM
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
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}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#611
Posted 25 August 2008 - 05:21 PM
; 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
#612
Posted 25 August 2008 - 09:50 PM
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!!!
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}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#614
Posted 26 August 2008 - 07:17 PM
I guess I'll be back soon though, with new probs... probably with the Cave Troll, lol
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#615
Posted 01 September 2008 - 05:15 PM
- 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?
;-------------------------- 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}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#617
Posted 01 September 2008 - 07:44 PM
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}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#618
Posted 01 September 2008 - 09:35 PM
;-------------------------- 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.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#620
Posted 02 September 2008 - 12:34 AM
Guess I'll have to leave this matter for later and list it in the "permanent Bugs" list, for now...
Edited by Nazgûl, 02 September 2008 - 03:04 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users