Tower guards with shields
#1
Posted 09 November 2008 - 05:36 PM
Thanks in advance
#2
Posted 09 November 2008 - 05:39 PM
the magical drunken teleporter
SELF PROCLAIMED FORUM DRUNK!!
#3
Posted 09 November 2008 - 05:53 PM
I will look for the model and post here again
#4
Posted 09 November 2008 - 05:55 PM
the magical drunken teleporter
SELF PROCLAIMED FORUM DRUNK!!
#5
Posted 09 November 2008 - 05:56 PM
gutowergrd_skl.w3d / gutowergrd_skn.w3d -> BfME1 Model with a Shield
gutwrgrd_skl.w3d / gutwrgrd_skn.w3d -> BfME 2 Model without a Shield
#6
Posted 09 November 2008 - 06:01 PM
#8
Posted 09 November 2008 - 06:04 PM
Well you will need to change the codes and the animations...
#9
Posted 09 November 2008 - 06:08 PM
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes ; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End DefaultModelConditionState Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = Grabbed AnimationName = GUTowerGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTowerGrd_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ;;=======TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY ShareAnimation = Yes Animation = TerrorFromTheSky AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End ;;---------------- ;;=======BACK UP AnimationState = MOVING BACKING_UP ShareAnimation = Yes Animation = BackingUp AnimationName = GUTowerGrd_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End ;;-------------------- AnimationState = MOVING ALTERNATE_FORMATION ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_PSHA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING USING_COMBO_LOCOMOTOR ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_WLKA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTowerGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ;ParticleSysBone = None MeleeDust End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTowerGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTowerGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End TransitionState = TRANS_Plant Animation = PLTA AnimationName = GUTowerGrd_PLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Unplant Animation = PLTB AnimationName = GUTowerGrd_PLTB AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 1.2 End End ;;------------------ Hit Reaction --------------------------------------- AnimationState = HIT_REACTION Animation = HIT REACTION AnimationName = GUTowerGrd_HITA AnimationMode = ONCE End End ;;------------------ EMOTIONS ------------------------------------------- ;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID ShareAnimation = Yes Animation = Apprehensive AnimationName = GUTowerGrd_APPA AnimationMode = LOOP;Change this to ONCE if adding additional anims End End ;;======= AFRAID AnimationState = EMOTION_AFRAID ShareAnimation = Yes Animation = FERA AnimationName = GUTowerGrd_FERA AnimationMode = LOOP End Animation = FERB AnimationName = GUTowerGrd_FERB AnimationMode = LOOP End End ;;======= TAUNTING AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION Animation = TNTA AnimationName = GUTowerGrd_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = GUTowerGrd_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUTowerGrd_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUTowerGrd_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End ;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTowerGrd_CHRA AnimationMode = LOOP End End ;;-------------- ALERT STATE ------------------------------------------------------------ AnimationState = EMOTION_ALERT Animation = CHRA AnimationName = GUTowerGrd_IDLA AnimationMode = LOOP End End ;;-------------- SELECTED & IDLE -------------------------------------------------------- ;;======== SELECTED AnimationState = SELECTED ALTERNATE_FORMATION ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End AnimationState = SELECTED StateName = STATE_Selected ShareAnimation = Yes Animation = ATNB AnimationName = GUTowerGrd_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End ;;======== IDLE AnimationState = ALTERNATE_FORMATION StateName = STATE_SelectedAlternateFormation ShareAnimation = Yes Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End ;;------------------------------------------------------------------------------------------------------------- End
#10
Posted 09 November 2008 - 07:57 PM
#11
Posted 09 November 2008 - 09:52 PM
Here is the (animation) code from BFME 1, i think it should work
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes ; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End DefaultModelConditionState Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = Grabbed AnimationName = GUTowerGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTowerGrd_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ;;=======TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY ShareAnimation = Yes Animation = TerrorFromTheSky AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End ;;---------------- ;;=======BACK UP AnimationState = MOVING BACKING_UP ShareAnimation = Yes Animation = BackingUp AnimationName = GUTowerGrd_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End ;;-------------------- AnimationState = MOVING ALTERNATE_FORMATION ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_PSHA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING USING_COMBO_LOCOMOTOR ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_WLKA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTowerGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ;ParticleSysBone = None MeleeDust End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTowerGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTowerGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End TransitionState = TRANS_Plant Animation = PLTA AnimationName = GUTowerGrd_PLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Unplant Animation = PLTB AnimationName = GUTowerGrd_PLTB AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 1.2 End End ;;------------------ Hit Reaction --------------------------------------- AnimationState = HIT_REACTION Animation = HIT REACTION AnimationName = GUTowerGrd_HITA AnimationMode = ONCE End End ;;------------------ EMOTIONS ------------------------------------------- ;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID ShareAnimation = Yes Animation = Apprehensive AnimationName = GUTowerGrd_APPA AnimationMode = LOOP;Change this to ONCE if adding additional anims End End ;;======= AFRAID AnimationState = EMOTION_AFRAID ShareAnimation = Yes Animation = FERA AnimationName = GUTowerGrd_FERA AnimationMode = LOOP End Animation = FERB AnimationName = GUTowerGrd_FERB AnimationMode = LOOP End End ;;======= TAUNTING AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION Animation = TNTA AnimationName = GUTowerGrd_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = GUTowerGrd_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUTowerGrd_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;======= POINTING AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUTowerGrd_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End ;;======= CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTowerGrd_CHRA AnimationMode = LOOP End End ;;-------------- ALERT STATE ------------------------------------------------------------ AnimationState = EMOTION_ALERT Animation = CHRA AnimationName = GUTowerGrd_IDLA AnimationMode = LOOP End End ;;-------------- SELECTED & IDLE -------------------------------------------------------- ;;======== SELECTED AnimationState = SELECTED ALTERNATE_FORMATION ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End AnimationState = SELECTED StateName = STATE_Selected ShareAnimation = Yes Animation = ATNB AnimationName = GUTowerGrd_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End ;;======== IDLE AnimationState = ALTERNATE_FORMATION StateName = STATE_SelectedAlternateFormation ShareAnimation = Yes Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End ;;------------------------------------------------------------------------------------------------------------- End
Ridder Geel is the mannnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn,yeah yeah man you must get payd or somethink because you know everything about this game,why not considering to do bfme3 hein??you realy are the mannnnnnn
#12
Posted 10 November 2008 - 07:12 AM
#13
Posted 10 November 2008 - 06:47 PM
He's one of the few modders who help 'lil peeps around here...
#14
Posted 10 November 2008 - 06:49 PM
Don't quote the whole fucking code! Jeez!
He's one of the few modders who help 'lil peeps around here...
lol sorry dude ehehe
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