Animations - that EA never used!
#42
Posted 13 April 2007 - 07:57 PM
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"Do not come between the Nazgûl and his mod!"
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#43
Posted 20 April 2007 - 01:04 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#45
Posted 21 April 2007 - 02:44 AM
CU
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#46
Posted 21 April 2007 - 03:16 AM
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.
#48
Posted 21 April 2007 - 12:52 PM
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
EDIT: Can't seem to post those anims again.... hmmm
Edited by Nazgûl, 21 April 2007 - 12:54 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#49
Posted 21 April 2007 - 01:31 PM
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.
#50
Posted 21 April 2007 - 01:34 PM
NOPE: still same thing... explosion :/
Edited by Nazgûl, 21 April 2007 - 02:04 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#53
Posted 21 April 2007 - 04:15 PM
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!
Edited by Sulherokhh, 21 April 2007 - 04:19 PM.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#54
Posted 21 April 2007 - 04:22 PM
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
edit: scratch first part of my post Sul beat me with answer
Edited by cahik_, 21 April 2007 - 04:23 PM.
#55
Posted 21 April 2007 - 04:28 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#56
Posted 21 April 2007 - 05:08 PM
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?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#57
Posted 21 April 2007 - 05:14 PM
#58
Posted 21 April 2007 - 05:30 PM
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#59
Posted 21 April 2007 - 06:19 PM
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.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#60
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
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