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A question about Witch-King and his flying friend.


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#21 modboy451

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Posted 05 January 2011 - 08:41 PM

Same, the witch king and his fell beast should be 2 seperate objects as far as i know (for some wierd reason they are un joined)
So the skeletons for each should be connected to there own skn... I think


Yes u forgot bout that...they need to be 2 different objects... Yes it is possible to make one and then the mounted in a child objects but they can't be in the same object

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#22 NDC

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Posted 05 January 2011 - 09:50 PM

Yes, they do so! Everyone is connected to the appropriate skeleton.
And for some unknown reason this way of labeling the "MOUNTED" tag acts better. I think that it is due to probable impossibility of using two different labels in Locomotors (that would be so if Fell-Beasted form was labeled as "MOUNTED").

Edited by NDC, 05 January 2011 - 09:51 PM.


#23 NDC

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Posted 07 January 2011 - 09:37 AM

So, could someone tell me, please, how is it possible to make Witch-King animated and to turn Fell-Beast from some kind of "real estate" to flying object?

#24 modboy451

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Posted 07 January 2011 - 04:23 PM

So, could someone tell me, please, how is it possible to make Witch-King animated and to turn Fell-Beast from some kind of "real estate" to flying object?


what do u mean by: "real estate"

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#25 Gfire

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Posted 07 January 2011 - 04:54 PM

I think he means an object on the ground.
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#26 modboy451

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Posted 07 January 2011 - 04:59 PM

I think he means an object on the ground.


ah.... you would probably have to change the locomoter and animations for on the ground also....or use the summoned dragons skl and animations...that would require modeling!

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#27 NDC

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Posted 09 January 2011 - 09:52 PM

Thank you for your replies!
Hah, that was a joke - Flying Witch-King stays at the place like an object of real estate (like building and so on).
Nope, all Locomotors are setted correctly. Are there any other parameters that influence speed of moving (I mean, excepting Locomotors)?
I think, it would be rather good, if this coding experiment will finish successfully! It would be possible to introduce Nazguls able to mount and to dismount and there will be an alternative way of toggling between on-foot and flying forms, but I really need just a little help to deal with these coding issues.

Edited by NDC, 09 January 2011 - 10:00 PM.


#28 Gfire

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Posted 09 January 2011 - 09:55 PM

Yeah perhaps IMMOBILE in the KindOf.
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#29 NDC

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Posted 09 January 2011 - 10:06 PM

I looked through the code, but it seems that Witch-King is "MOBILE", because there is no IMMOBILE in KindOf parameter.

#30 modboy451

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Posted 09 January 2011 - 10:17 PM

I like your sig Gfire!

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#31 NDC

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Posted 10 January 2011 - 09:49 PM

Another question I would like to ask is weither it is possible to set different height levels for on-foot and flying Witch-King forms or not? And if yes, what is the relevant approach to this issue?
Thanks in advance!

#32 NDC

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Posted 19 January 2011 - 10:30 PM

Allright, I found the reason why all animation of on-foot form of Witch-King disappeared - the solution was to put all MOUNTED animations (they describe movements for on-foot form) before the "flying" animations, and I have found rather easy solution for scale problem.
However, I still need some advice concerning the problem that flying Witch-King does not move at all.
I saw child objects for mounted formes of heroes is the creation of such objects a compulsory thing?
I really appreciate all your hints.
Thanks in advice!

Edited by NDC, 20 January 2011 - 06:43 PM.


#33 NDC

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Posted 20 January 2011 - 10:57 AM

One more thing I would like to ask: how is it possible to put some conditions in Behaviors like RespawnUpdate or GiantBirdAI?

#34 modboy451

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Posted 20 January 2011 - 10:52 PM

One more thing I would like to ask: how is it possible to put some conditions in Behaviors like RespawnUpdate or GiantBirdAI?


that is done with scripts.xml, lua and scriptevents in data1.big

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#35 NDC

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Posted 20 January 2011 - 11:19 PM

Oh! Thank you, Modboy451! Could you give me some more information about that scripts and all the rest? Or is there any article to learn about this things?

#36 modboy451

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Posted 20 January 2011 - 11:25 PM

I THNIk it's done with those things...you have to give me more detail on what you mean...

Edited by modboy451, 20 January 2011 - 11:26 PM.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#37 NDC

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Posted 21 January 2011 - 12:00 AM

Well, I need to apply some Behaviors of Witch-King to his flying form, and some - to the on-foot version: for example there are two different Behaviors for death animations, GiantBirdAI Behavior should be applied only to flying form and soon

#38 modboy451

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Posted 21 January 2011 - 12:26 AM

Well, I need to apply some Behaviors of Witch-King to his flying form, and some - to the on-foot version: for example there are two different Behaviors for death animations, GiantBirdAI Behavior should be applied only to flying form and soon


i don't exactly know what you mean...are you saying refering to the dying animations when he dies he sets on fire after he gets hit with a fire attack that kills him???

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#39 NDC

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Posted 23 January 2011 - 03:59 PM

Yes, that is exactly the thing I talked about!
Is it possible to use both types?

#40 modboy451

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Posted 24 January 2011 - 03:11 PM

Yes, that is exactly the thing I talked about!
Is it possible to use both types?


by both types do you mean using it his normal dying animation and the animation for if he gets set on fire???

(sorry for asking questions, you only gave me vague details and im try to figure out EXACTLY what to look for so i can help you efficiently...)
can you explain EXACTLY what you are trying to do??
EX:
i want to him to be set on fire even if he is not killed by a fire arrow
OR
i WANT him to be set on fire when he is killed by a fire arrow??

( i noticed in BMFE 1 he doesn't have a fire animaiton)

and i do think if i remember what Lauri or somebody said that using BFME 2 models and animations in BFME1 so... if you want him to die with a animation like in bfme2 i will have to look into that for you

Edited by modboy451, 24 January 2011 - 03:18 PM.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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