Edited by Kyross, 17 October 2009 - 07:11 AM.
Sharku mount/dismount
Started by Kyross, Oct 17 2009 07:11 AM
5 replies to this topic
#1
Posted 17 October 2009 - 07:11 AM
So although the Wars of the East mod is officially flatlined, I'm still chipping away at it in the background. One thing I've been stuck on for a very long time however is getting Sharku to have a working mount/dismount ability. I'm either making it too complicated and missing a small detail or am entirely off in the wrong direction. We have an unmounted model, which has been made default state, and he runs around fine but upon using the toggle insane things happen. Can anyone shed some light on how to properly go about this? I'd be massively grateful.
<-- Actually more like coder/mapper/modeller, but there's no bar for that.
#2
Posted 17 October 2009 - 08:28 AM
well if you give me the ini i might be able to fix it for u
Ridder Geel
#3
Posted 17 October 2009 - 06:07 PM
Alright, but with the unmounted model yae wouldn't be able to test it. Also if it looks like an unforgiveable mess that's because I've tried so many different things in different combinations. I'm sure it's just a matter of sorting out modelstates and animations, which uses regular orc warrior anims for dismounted state. iusharkuf_skl is the unmounted model. This file has had the orc anims removed, I'd rather just start with the original sharku and know how to simply add it from there...
This lil block of code isn't even functioning I dun think
This lil block of code isn't even functioning I dun think
;------------------------------------------------------------------------------ ; Sharku Object IsengardSharku ; *** ART Parameters *** ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; This is required for garrisoned objects - please put in all objects. ButtonImage = HISharku ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSharku DescriptionStrategic = CONTROLBAR:LW_ToolTip_Sharku Draw = W3DScriptedModelDraw ModuleTag_DRAW ;WadingParticleSys = EntRipples OkToChangeModelColor = Yes StaticModelLODMode = yes ExtraPublicBone = B_PASSENGER01 DefaultModelConditionState Model = IUShrkMnt_SKN Skeleton = IUShrkMnt_SKL End ModelConditionState = USER_3 Model = IUShrkMnt_SKN Skeleton = IUShrkMnt_SKL ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES End ModelConditionState = USER_2 Model = IUSharkuf_SKN Skeleton = MUOrcWarr_SKL End ModelConditionState = MOUNTED Model = IUSharku_SKN Skeleton = IUShrkMnt_SKL End ; -------------- STUNNED ANIMS ---------------- AnimationState = PASSENGER MOUNTED Animation = Grabbed AnimationName = IUShrkMnt_GBDA AnimationMode = LOOP End End AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = IUShrkMnt_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = IUShrkMnt_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = IUShrkMnt_LNDA AnimationMode = ONCE End End AnimationState = EATING FrameForPristineBonePositions = 99 Animation AnimationName = IUShrkMnt_SPCA AnimationMode = ONCE End End AnimationState = DYING MOUNTED Animation = JustDie AnimationName = IUShrkMnt_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = IUShrkMnt_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED MOUNTED Animation = Land AnimationName = IUShrkMnt_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = IUShrkMnt_IDLB AnimationMode = LOOP End End ; -------------- MOVING ANIMS --------------- AnimationState = COMING_OUT_OF_FACTORY MOUNTED Animation = Being_Built AnimationName = IUShrkMnt_RUNA AnimationMode = LOOP AnimationBlendTime = 0 End End AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED Animation = TrotAndFire AnimationName = IUShrkMnt_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = MTurnLeft AnimationName = IUShrkMnt_RUNA;IUShrkMnt_TNL1 AnimationMode = LOOP End End AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = MTurnRight AnimationName = IUShrkMnt_RUNA;IUShrkMnt_TNR1 AnimationMode = LOOP End End AnimationState = TURN_LEFT MOUNTED Animation = TurnRight AnimationName = IUShrkMnt_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = IUShrkMnt_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = IUShrkMnt_ACCL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = IUShrkMnt_DECL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End ; AnimationState = MOVING BACKING_UP MOUNTED ; Animation = BackingUp ; AnimationName = IUShrkMnt_BAKA ; AnimationMode = LOOP ; End ; End AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = IUShrkMnt_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End ; ----------- ATTACKING ANIMS -------------- AnimationState = BETWEEN_FIRING_SHOTS_A MOUNTED Animation = BetweenFiringShots AnimationName = IUShrkMnt_IDLA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA3 AnimationName = IUShrkMnt_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 10 End End ; AnimationState = EMOTION_UNCONTROLLABLY_AFRAID ; Animation = FERA ; AnimationName = IUShrkMnt_FERA ; AnimationMode = LOOP ; End ; End AnimationState = ATTACKING MOUNTED Animation = AttackA3 AnimationName = IUShrkMnt_ATKA AnimationMode = MANUAL End End ; ----------- WAR CHANT ANIMS ------------- AnimationState = WAR_CHANT MOUNTED Animation = Chant AnimationName = IUShrkMnt_TNTA AnimationMode = LOOP End End ; ----------- EMOTION ANIMS --------------- ; AnimationState = EMOTION_ALERT EMOTION_AFRAID ; Animation = Apprehensive ; AnimationName = IUShrkMnt_APPA ; AnimationMode = LOOP;Change this to ONCE if adding additional anims ; End ; End ; AnimationState = EMOTION_AFRAID;coming soon ; Animation = FERA ; AnimationName = IUShrkMnt_FERA ; AnimationMode = LOOP ; End ; End AnimationState = EMOTION_TAUNTING MOUNTED Animation = TNTA AnimationName = IUShrkMnt_TNTA AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = EMOTION_POINTING ; Animation = Pointing1 ; AnimationName = IUShrkMnt_PNTA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; End AnimationState = EMOTION_CELEBRATING MOUNTED Animation = CHRA AnimationName = IUShrkMnt_CHRA AnimationMode = ONCE End Flags = RANDOMSTART End ; ----------- IDLE ANIMS --------------- AnimationState = EMOTION_ALERT MOUNTED StateName = STATE_Ready Animation = ALERT AnimationName = IUShrkMnt_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end EndScript End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = IUShrkMnt_CHRA AnimationMode = LOOP End End ; ----------- SELECTED ANIMS -------------- AnimationState = SELECTED MOUNTED SimilarRestart = Yes Animation = AtAttention AnimationName = IUShrkMnt_ATNB AnimationMode = LOOP End StateName = Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end EndScript End TransitionState = TRANS_Select Animation = ATNA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA AnimationMode = ONCE End End IdleAnimationState Animation AnimationName = IUShrkMnt_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation AnimationName = IUShrkMnt_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End Animation AnimationName = IUShrkMnt_IDLD AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end EndScript End ;------------ TRANSITION ANIMS ---------------- TransitionState = Selected_to_Idle Animation = ATNE AnimationName = IUShrkMnt_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Idle_to_Selected Animation = ATND AnimationName = IUShrkMnt_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Ready_to_Selected Animation = ATNC AnimationName = IUShrkMnt_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Selected_to_Ready Animation = ATNCReverse AnimationName = IUShrkMnt_ATNC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.7 1.3 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 DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End Draw = W3DScriptedModelDraw BloodHuntEffects ; Dedicated draw module for blood hunt FX. DefaultModelConditionState Model = None End AnimationState = USER_1 ParticleSysBone = None SpellWarChant BeginScript CurDrawablePlaySound("SharkuBloodHunt") EndScript End End ;;;ANIMS UNMOUNTED IdleAnimationState StateName = STATE_Idle Animation = IDLB; bored AnimationName = MUOrcWarr_IDLB AnimationPriority = 4 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLO AnimationName = MUOrcWarr_IDLO AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLP AnimationName = MUOrcWarr_IDLP AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLQ AnimationName = MUOrcWarr_IDLQ AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLR AnimationName = MUOrcWarr_IDLR AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLS AnimationName = MUOrcWarr_IDLS AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLM AnimationName = MUOrcWarr_IDLM AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLL AnimationName = MUOrcWarr_IDLL AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End AnimationState = THROWN_PROJECTILE ; - McCarthy says this anim sucks, so its cut ;Animation = Thrown ; AnimationName = MUOrcWarr_FLYA ; AnimationMode = LOOP ;End Animation = Thrown AnimationName = MUOrcWarr_FLYB AnimationMode = LOOP End Animation = Thrown AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = gettingGrabbed AnimationName = MUOrcWarr_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP AnimationSpeedFactorRange = 0.45 0.45 AnimationBlendTime = 5 End End AnimationState = PASSENGER EATING Animation = being eaten AnimationName = MUOrcWarr_EATA AnimationMode = ONCE End End AnimationState = PASSENGER SIEGE_CONTAIN Animation = IDLP AnimationName = MUOrcWarr_IDLB;<- gentle crouch---------------- AnimationBlendTime = 5 AnimationMode = LOOP End End AnimationState = DYING BURNINGDEATH Animation AnimationName = MUOrcWarr_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIED AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEE AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEF AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING DEATH_2 Animation = Splatted_On_Ground AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Splatted_On_Ground AnimationName = MUOrcWarr_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = DYING AFLAME Animation = Flaming_Death AnimationName = MUOrcWarr_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Dying_1 AnimationName = MUOrcWarr_DIEA AnimationMode = ONCE AnimationPriority = 1 End Animation = Dying_2 AnimationName = MUOrcWarr_DIEB AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_3 AnimationName = MUOrcWarr_DIEC AnimationMode = ONCE AnimationPriority = 6 End Animation = Dying_4 AnimationName = MUOrcWarr_DIED AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_5 AnimationName = MUOrcWarr_DIEE AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_6 AnimationName = MUOrcWarr_DIEF AnimationMode = ONCE AnimationPriority = 4 End End AnimationState = STUNNED_STANDING_UP Animation = Standing_Back_Up AnimationName = MUOrcWarr_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Splatted_On_Ground AnimationName = MUOrcWarr_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = BURNINGDEATH Animation AnimationName = MUOrcWarr_MFDA AnimationMode = LOOP Distance = 50 End End AnimationState = PARALYZED Animation AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUOrcWarr_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING CLIMBING BACKING_UP ShareAnimation = Yes Animation = Climbing_Down AnimationName = MUOrcWarr_CLMA AnimationMode = LOOP_BACKWARDS End End AnimationState = MOVING CLIMBING ShareAnimation = Yes Animation = Climbing_Up AnimationName = MUOrcWarr_CLMA AnimationMode = LOOP End End AnimationState = MOVING BACKING_UP Animation = BackingUpA AnimationName = MUOrcWarr_BAKA AnimationMode = LOOP End Animation = BackingUpB AnimationName = MUOrcWarr_BAKB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror1 AnimationName = MUOrcWarr_RUND AnimationMode = LOOP End Animation = Terror2 AnimationName = MUOrcWarr_RUNE AnimationMode = LOOP End End AnimationState = MOVING ATTACKING ShareAnimation = Yes Animation = RUNA AnimationName = MUOrcWarr_RUNA AnimationMode = LOOP AnimationPriority = 7 End Animation = RUNB AnimationName = MUOrcWarr_RUNB AnimationMode = LOOP End Animation = RUNC AnimationName = MUOrcWarr_RUNC AnimationMode = LOOP AnimationPriority = 2 End End AnimationState = MOVING ShareAnimation = Yes Animation = RUNB AnimationName = MUOrcWarr_RUNB AnimationMode = LOOP End Animation = RUNC AnimationName = MUOrcWarr_RUNC AnimationMode = LOOP AnimationPriority = 2 End ParticleSysBone = None InfantryDustTrails End ; --- stunned anims AnimationState = STUNNED_FLAILING Animation = Flying_2 AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP AnimationPriority = 10 AnimationSpeedFactorRange = 0.4 0.6 End Animation = Flying_3 AnimationName = MUOrcWarr_FLYB AnimationMode = LOOP AnimationPriority = 2 AnimationSpeedFactorRange = 0.4 0.6 End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = MUOrcWarr_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_2 Animation = Hit_Level_2_a AnimationName = MUOrcWarr_HITB AnimationMode = ONCE End End AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = MUOrcWarr_HITA AnimationMode = ONCE End Animation = Hit_Level_2_a AnimationName = MUOrcWarr_HITB AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = MUOrcWarr_ATKA AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKB AnimationName = MUOrcWarr_ATKB AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKC AnimationName = MUOrcWarr_ATKC AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKD AnimationName = MUOrcWarr_ATKD AnimationMode = LOOP UseWeaponTiming = Yes End End AnimationState = WAR_CHANT Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE End Animation = IDLH AnimationName = MUOrcWarr_IDLH AnimationMode = ONCE End Animation = IDLI AnimationName = MUOrcWarr_IDLI AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; Must go before selected so we don't become unafraid. AnimationState = EMOTION_AFRAID UNCONTROLLABLE Animation = FERA AnimationName = MUOrcWarr_FERA AnimationMode = LOOP End Animation = FERB AnimationName = MUOrcWarr_FERB AnimationMode = LOOP End Animation = FERC AnimationName = MUOrcWarr_FERC AnimationMode = LOOP End End ;-emotions-- AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = MUOrcWarr_FERA AnimationMode = LOOP End Animation = FERB AnimationName = MUOrcWarr_FERB AnimationMode = LOOP End Animation = FERC AnimationName = MUOrcWarr_FERC AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = MUOrcWarr_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = TNTA AnimationName = MUOrcWarr_TNTC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = MUOrcWarr_PNTA AnimationMode = LOOP End Animation = Pointing1 AnimationName = MUOrcWarr_PNTB AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = ALERT AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART End AnimationState = RAISING_FLAG Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_Selected SimilarRestart = Yes Flags = RESTART_ANIM_WHEN_COMPLETE Animation = IDLA AnimationName = MUOrcWarr_IDLA AnimationMode = ONCE AnimationPriority = 4 AnimationBlendTime = 10 End Animation = IDLC AnimationName = MUOrcWarr_IDLC AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = IDLE AnimationName = MUOrcWarr_IDLE AnimationMode = ONCE AnimationPriority = 2 AnimationBlendTime = 10 End Animation = IDLZ AnimationName = MUOrcWarr_IDLZ AnimationMode = ONCE AnimationPriority = 8 AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = MUOrcWarr_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = MUOrcWarr_ATNF AnimationMode = ONCE AnimationBlendTime = 10 End End ;-emotions-- AnimationState = QUARRELSOME_FIGHTING StateName = SomeState Animation = ATKB AnimationName = MUOrcWarr_ATKB AnimationMode = ONCE End Animation = ATKC AnimationName = MUOrcWarr_ATKC AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_QUARRELSOME SimilarRestart = Yes StateName = Quarrel Animation = Chant; AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant1 AnimationName = MUOrcWarr_IDLB AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant2 AnimationName = MUOrcWarr_IDLF AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant3 AnimationName = MUOrcWarr_IDLG AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant4 AnimationName = MUOrcWarr_IDLJ AnimationMode = ONCE AnimationPriority = 500 End Animation = BIG_BLEND_QUARREL AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationBlendTime = 15 AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "Quarrel" then return "BIG_BLEND_QUARREL" end EndScript End End #include "..\..\..\includes\StunDrawModuleLarge.inc" #include "..\..\..\includes\StunDrawModuleLarge.inc" ; ***DESIGN parameters *** Side = Isengard EditorSorting = UNIT ThreatLevel = SHARKU_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = 1400 BuildTime = SHARKU_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG ;//DisplayMeleeDamage = SHARKU_DAMAGE MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY SharkuWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;WeaponSet ; Conditions = MOUNTED ; Weapon = PRIMARY WargRiderWeapon ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End ;ArmorSet ; Conditions = None ; Armor = HeroArmor ; DamageFX = NormalDamageFX ;End ArmorSet Conditions = None Armor = HeroArmorMounted DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% DisplayName = OBJECT:IsengardSharku RecruitText = CONTROLBAR:IsengardSharkuRecruit ReviveText = CONTROLBAR:IsengardSharkuRevive Hotkey = CONTROLBAR:IsengardSharkuHotkey CrusherLevel = 0 ;Can I crush anything? MountedCrusherLevel = 3 ;Crush level when mounted. CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 3;Crusable level when mounted. CrushWeapon = WargCrush CommandSet = SharkuCommandSet CommandPoints = 50 MinCrushVelocityPercent = 40; Has to be moving at at least 50% of full speed. CrushDecelerationPercent =10; Lose 10 percent of max velocity when crushing. RamPower = 50; RamZMult = 0.5; ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_SharkuBody AutoResolveArmor Armor = AutoResolve_SharkuArmor End AutoResolveWeapon Weapon = AutoResolve_SharkuWeapon End AutoResolveLeadership = AutoResolve_SharkuBonus ; *** AUDIO Parameters ***; VoiceAttack = SharkuVoiceAttack VoiceAttackCharge = SharkuVoiceAttackCharge VoiceAttackMachine = SharkuVoiceAttack VoiceAttackStructure = SharkuVoiceAttackBuilding VoiceFear = SharkuVoiceHelpMe VoiceGuard = SharkuVoiceMove VoiceMove = SharkuVoiceMove VoiceMoveToCamp = SharkuVoiceMoveCamp VoiceMoveWhileAttacking = SharkuVoiceDisengage VoicePriority = 66 VoiceRetreatToCastle = SharkuVoiceRetreat VoiceSelect = SharkuVoiceSelectMS VoiceSelectBattle = SharkuVoiceSelectBattle SoundAmbient = WargAmbienceVOX SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = SharkuVoiceMoveShip VoiceEnterUnitMordorMumakil = SharkuVoiceMoveGarrison VoiceEnterUnitSlaughterHouse = SharkuVoiceMoveGarrison VoiceGarrison = SharkuVoiceMoveGarrison VoiceInitiateCaptureBuilding = SharkuVoiceCaptureBuilding End CrowdResponseKey = Uruk ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionSharkuVoxCheerLoop;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionSharkuVoxTauntLoop;MOVING ATTACKING End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = SharkuDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths Behavior = LargeGroupAudioUpdate ModuleTag_LGAU;Tie into LargeGroupAudio system Key = Hero End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ;AnimationSound = Sound:SharkuManEaterMS Animation:IUShrkMnt_SKL.IUShrkMnt_SPCA Frames:5 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNL Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNR Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:0 AnimationSound = Sound:WargRiderTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:27 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:26 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:7 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:17 AnimationSound = Sound:WargTauntFootstep Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:7 12 64 73 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:25 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_GTPA Frames:5 101 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:15 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYB Frames:5 AnimationSound = Sound:BuildingWargPitRiderDrop Animation:IUShrkMnt_SKL.IUShrkMnt_BLDB Frames:44 AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:10 AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:45 AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_LNDA Frames:1 17 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY URUK NO_FREEWILL_ENTER HEAVY_MELEE_HITTER PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = SHARKU_HEALTH;BALANCE Sharku Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_SharkuDieToRespawn;FXList to play when killed-to-respawn DeathAnimationTime = 6033 ;How long DeathAnim will take. InitialSpawnFX = FX_SharkuInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_SharkuRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HISharku_res ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:900 Time:60000 Health:100% ;DEFAULT VALUES End Behavior = AutoHealBehavior ModuleTag_SharkuHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AutoHealBehavior ModuleTag_CurunirsWisdomHealing StartsActive = No TriggeredBy = Upgrade_CurunirsWisdom HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_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 LocomotorSet Locomotor = WargLocomotor Condition = SET_USER_2 Speed = 100 End LocomotorSet Locomotor = WargLocomotor Condition = SET_NORMAL Speed = 32 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533;msec End Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL SinkDelay = 5000 SinkRate = 1.50 ; in Dist/Sec DestructionDelay = 17000 Sound = INITIAL SharkuDieMS End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End ;;; TOGGLE MOUNTED ABILITY;;; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;//----------------------Blood Hunt Ability----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SharkuBloodHuntEnabler SpecialPowerTemplate = SpecialAbilitySharkuBloodHunt TriggeredBy = Upgrade_SharkuBloodHunt End Behavior = SpecialPowerModule ModuleTag_SharkuBloodHuntUpdate SpecialPowerTemplate = SpecialAbilitySharkuBloodHunt UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = ModelConditionUpgrade ModuleTag_LeadershipFX TriggeredBy = Upgrade_SharkuBloodHunt AddConditionFlags = USER_1 End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No BonusName = SharkuCommonHuntLeadership TriggeredBy = Upgrade_SharkuBloodHunt RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = ANY +IsengardWargRider +NeutralWarg +IsengardWargPack +IsengardWargPackHorde ALLIES End Behavior = AISpecialPowerUpdate EomerToggleMountedAI CommandButtonName = Command_MountHorseEomer SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End ;//----------------------Tame The Beast Ability----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler SpecialPowerTemplate = SpecialAbilityTameTheBeast TriggeredBy = Upgrade_SharkuTameTheBeast End Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule SpecialPowerTemplate = SpecialAbilityTameTheBeast StartsPaused = Yes UpdateModuleStartsAttack = Yes InitiateSound = SharkuVoiceAttack AttributeModifierAffects = NONE +IsengardWargRiderHorde +NeutralWarg End Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower SpecialPowerTemplate = SpecialAbilityTameTheBeast UnpackingVariation = 1 StartAbilityRange = 200.0 DominateRadius = 60; DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_SarumanDominateTrigger UnpackTime = 2000 PreparationTime = 1 AttributeModifierAffects = NONE +IsengardWargRiderHorde +NeutralWarg +IsengardWargPack +IsengardWargPackHorde FreezeAfterTriggerDuration = 2500; Hold AI for this long after we fire. End ;//----------------------Man Eater----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ManEaterEnabler SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab TriggeredBy = Upgrade_SharkuManEater End Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = SharkuManeaterStartMS End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab SkipContinue = Yes UnpackTime = 933 ; Frame 28/99 ; PackTime = 2367 ; Remaining 71/99 frames StartAbilityRange = 8.0 SpecialWeapon = IsengardSharkuManEaterGrab ChainedButton = Command_SpecialAbilityIsengardSharkuManEaterFlingPassenger CustomAnimAndDuration = AnimState:EATING AnimTime:3300 TriggerAttributeModifier = SharkuManEater AttributeModifierDuration = 20000 TriggerSound = SharkuManEaterEatingMS BusyForDuration = 2000 End Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UpdateModuleStartsAttack = Yes StartsPaused = No HealAmount = 1.0 HealAsPercent = Yes HealAffects = HERO HealRadius = 0.0 HealFX = FX_SpellHealUnitHealBuff End Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UnpackTime = 1250 FlingPassengerVelocity = X:0 Y:0 Z:0 FlingPassengerLandingWarhead = IsengardSharkuManEaterWarhead ;kills victim when released End ;;; AUTO ABILITY MODULE;;; Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ;//------------------------------------------------------------------------------------------ Behavior = TransportContain ModuleTag_09 ObjectStatusOfContained = UNSELECTABLE PassengerFilter = NONE +INFANTRY -HERO ; ManualPickUpFilter = NONE +INFANTRY; we do not want the user to be able to manually pick up an orc with a troll. Slots = 1 ShowPips = No AllowEnemiesInside = Yes AllowNeutralInside = Yes AllowAlliesInside = No ;DamagePercentToUnits = 500% DestroyRidersWhoAreNotFreeToExit = Yes ForceOrientationContainer = No PassengerBonePrefix = PassengerBone:B_PASSENGER01 KindOf:INFANTRY ;EjectPassengersOnDeath = Yes End Behavior = AttributeModifierUpgrade ModuleTag_CurunirsWisdomBonus TriggeredBy = Upgrade_CurunirsWisdom AttributeModifier = SpellBookCurunirsWisdom End ;;; CHASE THE PREY;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChaseThePrey SpecialPowerTemplate = SpecialAbilityEowynShieldMaiden TriggeredBy = Upgrade_ObjectLevel1 End Behavior = SpecialPowerModule ModuleTag_ChaseThePreyUpdate SpecialPowerTemplate = SpecialAbilityEowynShieldMaiden UpdateModuleStartsAttack = No StartsPaused = Yes SetModelCondition = ModelConditionState:USER_3 SetModelConditionTime = 25.0; This is how long Shield Maiden Lasts AttributeModifier = SharkuChaseThePreyBuff AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = ANY +CAVALRY AttributeModifierFX = FX_SharkuChaseThePrey End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Behavior = AISpecialPowerUpdate ManEaterAI CommandButtonName = Command_SpecialAbilitySharkuManEater SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End Behavior = AISpecialPowerUpdate TameAI CommandButtonName = Command_SpecialAbilityTameTheBeast SpecialPowerAIType = AI_SPECIAL_POWER_TAME_THE_BEAST SpecialPowerRadius = 200 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End ;------------------------------------------------------------------------------ ChildObject IsengardSharkuUnmounted IsengardSharku Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Eomer! OkToChangeModelColor = Yes DefaultModelConditionState Model = IUSharkuf_SKN End ModelConditionState = WORLD_BUILDER Model = IUSharkuf_SKN End End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change End
Edited by Kyross, 17 October 2009 - 06:11 PM.
<-- Actually more like coder/mapper/modeller, but there's no bar for that.
#4
Posted 17 October 2009 - 07:05 PM
...thats cuz...
Ur anims are after that
They should be just before the end before the piece of code i just 'quoted'
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 DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End Draw = W3DScriptedModelDraw BloodHuntEffects ; Dedicated draw module for blood hunt FX. DefaultModelConditionState Model = None End AnimationState = USER_1 ParticleSysBone = None SpellWarChant BeginScript CurDrawablePlaySound("SharkuBloodHunt") EndScript End End
Ur anims are after that
They should be just before the end before the piece of code i just 'quoted'
Ridder Geel
#5 Guest_Guest_Kyross_*_*
Posted 10 April 2010 - 08:59 PM
Yay thread necromancy.
Anyways, after more on and off trying with it, still no luck. Come on, I've been fighting with this for easily over a year. Ridder's advice didn't work and a former teammate couldn't get it either. Frankly, is there anyone who could do this FOR me? Because it's BS but I can't get off the idea.
Anyways, after more on and off trying with it, still no luck. Come on, I've been fighting with this for easily over a year. Ridder's advice didn't work and a former teammate couldn't get it either. Frankly, is there anyone who could do this FOR me? Because it's BS but I can't get off the idea.
#6
Posted 13 April 2010 - 11:59 AM
You have twice #include "..\..\..\includes\StunDrawModuleLarge.inc", I don´t know if that has any effect
What I´d try is:
DefaultModelConditionState
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
End
ModelConditionState = USER_3
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End
ModelConditionState = MOUNTED USER_3
Model = IUSharku_SKN
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End
ModelConditionState = MOUNTED
Model = IUSharku_SKN
Skeleton = IUShrkMnt_SKL
End
and you need to add a locomotorset for the dismounted version
What I´d try is:
DefaultModelConditionState
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
End
ModelConditionState = USER_3
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End
ModelConditionState = MOUNTED USER_3
Model = IUSharku_SKN
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End
ModelConditionState = MOUNTED
Model = IUSharku_SKN
Skeleton = IUShrkMnt_SKL
End
and you need to add a locomotorset for the dismounted version
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users