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Animations - that EA never used!


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#41 Uruk King

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Posted 13 April 2007 - 07:30 PM

If these animations do get implemented into the Mod, will they couse impact damage when they hit the ground, kinda like a mumakil
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#42 Nazgûl

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Posted 13 April 2007 - 07:57 PM

Defenitely!!! :blink:

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#43 Nazgûl

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Posted 20 April 2007 - 01:04 PM

Whatsupcuz... U think there's any chance you could extract the anims from Deziree's mod of the Eagles and Fellbeasts and make movies of them? So we can compare...

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#44 watsupcuz

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Posted 21 April 2007 - 02:42 AM

no prob just have to download the mod. ill get it up soon.
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#45 Nazgûl

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Posted 21 April 2007 - 02:44 AM

Swell! Thanks, I'm off to bed though... 4.40 am here, lol
CU :)

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#46 watsupcuz

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Posted 21 April 2007 - 03:16 AM

Umm... i had a look for the mod at deezire.net and i just wanted to ask is the mod called "The Battle for Middle Earth Extended Edition" cause if that is the right one i can tell u that i cant find them, has anyone acutally played the mod, because if u have can u plz tell me what the death animition looks like.

EDIT: i had actually done the extracting of the big file wrong but i have done it now but still no nazgul animations in it. I had a look at the nazgul ini and it looks like it uses two death animations, DIEA and DIEC which is the nazgul falling on its back and DIEC is ti sort of moving when it hits the ground. i think i posted the video of it earlier.

Edited by watsupcuz, 21 April 2007 - 03:22 AM.

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#47 Mordor Slayer

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Posted 21 April 2007 - 08:53 AM

Does it look like this:

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?
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#48 Nazgûl

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Posted 21 April 2007 - 12:52 PM

I tried DIEA! for Beta III but it still explodes? :/
How about the Eagles? Nothing new there either? In that case it must use the same anim we got in Beta III now, the Eagle just dropping to ground. No turning or nothing fancy...

I wish Cahik or someone like him could do this for us :p


EDIT: Can't seem to post those anims again.... hmmm

Edited by Nazgûl, 21 April 2007 - 12:54 PM.

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#49 watsupcuz

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Posted 21 April 2007 - 01:31 PM

Here is the death animation part for the nazguls

AnimationState = RUBBLE 
	Animation = RubbleDieF
	  AnimationName = CUFellBst_SKL.CUFellBst_DIEC
	  AnimationMode = ONCE
	  AnimationBlendTime = 4
	End
  End
  AnimationState = DYING
  StateName = DYING
	Animation = DyingA
	  AnimationName = CUFellBst_SKL.CUFellBst_DIEA
	  AnimationMode = LOOP
	  AnimationBlendTime = 10
	  AnimationSpeedFactorRange = 0.5 0.5
	End
  End
  End


so yea, also the animation does look like that at the end of the death mordorslayer.
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#50 Nazgûl

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Posted 21 April 2007 - 01:34 PM

Is that from Deziree's mod? It looks "new". I should try those... :p

NOPE: still same thing... explosion :/

Edited by Nazgûl, 21 April 2007 - 02:04 PM.

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#51 Mordor Slayer

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Posted 21 April 2007 - 03:42 PM

They should fall to the earth, just like the one in my screenshot. That's a very old pic of the Deezire mod on my pc.
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#52 Lauri

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Posted 21 April 2007 - 04:11 PM

it's probably something with the death codes ;)
like, search for SlowDeath or something, and check it out on how it looks... I'd bet it says something about +FADE, and not -FADE :p

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#53 Sûlherokhh

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Posted 21 April 2007 - 04:15 PM

Maybe the death itself needs to be altered as well.
The Fellbeast has this
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
		DeathTypes			= ALL -FADED
		DestructionDelay	= 500
		ShadowWhenDead		= No
		Sound				= INITIAL FellBeastDie
		FX					= INITIAL FX_FellBeastDeath
	End

This is what the falling eagle has (even if the falling animation isn't the one we want right now):
Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath //Uncommented for SEE - doesn't really work that well though...
		DeathTypes = ALL;-KNOCKBACK
		SinkDelay = 8000
		SinkRate = 1.6; in Dist/Sec
		DestructionDelay = 15000
		
		Sound	= INITIAL	EagleVoiceDie	;FellBeastDie
		Weapon	= HIT_GROUND	GondorTrebuchetRockWarhead
		FX = INITIAL FX_FellBeastSpell
		Sound	= HIT_GROUND	FellBeastDieImpact

		CrashAvoidKindOfs = STRUCTURE
		CrashAvoidRadius  = 800
		CrashAvoidStrength = 0.2
		NeedToMaintainFlailingHeight = No
	End

So this (kinda) PLUS the right animation should do the deed. I guess. Which Death-Module are you using in the Fellbeast Chris?

Edit Hehe, Lauri beat me to the punch! :p

Edited by Sulherokhh, 21 April 2007 - 04:19 PM.

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#54 cahik_

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Posted 21 April 2007 - 04:22 PM

first you need to uncoment GiantBirdSlowDeathBehavior and comment out SlowDeathBehavior. like that one


Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
		  DeathTypes = ALL;-KNOCKBACK
		  SinkDelay = 8000
		  SinkRate = 1.6; in Dist/Sec
		  DestructionDelay = 15000;
		  Sound = INITIAL FellBeastDie
		  Weapon = HIT_GROUND GondorTrebuchetRockWarhead
		  FX = HIT_GROUND FX_NazgulLightPoint
		  FX = HIT_GROUND FX_TrebuchetImpactHit
		  Sound = HIT_GROUND FellBeastDieImpact
		  CrashAvoidKindOfs = STRUCTURE
		  CrashAvoidRadius  = 800
		  CrashAvoidStrength = 0.2
		  NeedToMaintainFlailingHeight = No
		  EjectRiderIfApplicable = Yes
		RiderSubObjects = NAZGUL_SKN WITCHKING2
	End

;	Behavior = SlowDeathBehavior ModuleTag_SlowDeath
;		DeathTypes = ALL  
;		DestructionDelay = 500
;		FadeTime = 1000
;		FadeDelay = 100
;		ShadowWhenDead = No
;		Sound = INITIAL FellBeastDie
;		FX = INITIAL FX_FellBeastDeath
;   	End

then this code is for anim where unit hits ground

AnimationState = RUBBLE 
			Animation = RubbleDieF

			AnimationName = CUFellBst_SKL.CUFellBst_DIEI
				AnimationMode = ONCE
				AnimationBlendTime = 4
			End
		End

this one is for unit falling to the ground

AnimationState = DYING
 			Animation = DyingA
				AnimationName = CUFellBst_SKL.CUFellBst_DIEH
				  AnimationMode = LOOP
				  AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.5 0.5
			  End
			  StateName = DYING
			 BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Moving"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
			EndScript
		End

and this is trans anims from idle or move to falling anim

TransitionState = Trans_Dying
			Animation = Transition
				AnimationName = CUFellBst_SKL.CUFellBst_DIEG
				AnimationMode = ONCE
				AnimationBlendTime = 9
			End  
		End

most of them should be there in codes. maybe diffrent anims are used but this version works quite nice :p

edit: scratch first part of my post Sul beat me with answer

Edited by cahik_, 21 April 2007 - 04:23 PM.

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#55 Sûlherokhh

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Posted 21 April 2007 - 04:28 PM

Great cahik_! Thanks! Looks like i wasn't so wrong after all! :p Even testing small changes gives me a headache with this (local and not mine) low memory computer. Now with that general idea in mind, i'll try if Chris doesn't do it today. (I know Chris, i'm working on another thing, but the birds should really die properly better sooner than later, hehe. ;))

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#56 Nazgûl

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Posted 21 April 2007 - 05:08 PM

Yeah Id LOVE to get them workig asap - both Beasts and Eagles, but my head's like in a locked position today, lol. I'll see what I can do with Cahiks codes... and yours :p

But even if we WOULD get this working... Out of curiosity - what happens with the Nazzie on top, beeing the WK or regular nazzie, when the fellie falls? ;) And is this for the WK fellbeast too, or just the ordinary fellie?

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#57 cahik_

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Posted 21 April 2007 - 05:14 PM

the rider die as well as fellbeast. witchking use the same anims as fellbeasts so this should work here as well :p

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#58 Nazgûl

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Posted 21 April 2007 - 05:30 PM

Hehe you mean the rider falls to the ground as well then? Super! ;)
I shall hope that Sûl pops up on ICQ later tonight, and maybe together we can figure this out... Or, if I could bribe you with something Cahik, maybe you could guide me on MSN? Forgive me if I seem stupid, but I just find anims hard to grasp and code :/

Now I'm off to pick up my GF. Cu later dudes :p

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#59 Sûlherokhh

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Posted 21 April 2007 - 06:19 PM

Got it working. Still need a bit to fiddle around. RiderFallOff-lines don't work though.

One more thing. Now it falls down like in the eagle-animation movie (wings flapping behind). Which one was the swirling in circles animation?

Sûl.

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#60 cahik_

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Posted 21 April 2007 - 06:46 PM

Got it working. Still need a bit to fiddle around. RiderFallOff-lines don't work though.


rider falls with the beast...it has nothign to do with codes. it is in the anim. rider is just one of the anim ... same as rider on horse ;)

One more thing. Now it falls down like in the eagle-animation movie (wings flapping behind). Which one was the swirling in circles animation?


that one isnt working...you need two parts of anim. falling and hitting ground. the one you are talking about has the whole anim (falling + hitting) in one piece which causes problems,cause the fellbeast isnt allways in the same height at terrain...cause of that you cant use that one :p

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