Jump to content


Photo

Fellbeast Death anims


  • Please log in to reply
4 replies to this topic

#1 Gandalf17

Gandalf17
  • Members
  • 59 posts
  • Location:United States
  • Projects:Scaled War in the South
  •  Coder

Posted 18 February 2011 - 09:03 PM

I've been messing around trying to restore the fellbeast death anim where it crashes to the ground. I simply used the anims that EA never implemented, and replaced those anims with the original death anims. However, theres one little problem. The animation looks beautifully ingame, but ito doesnt always play the animation. Sometimes it simply falls to the ground still flapping its wings and then the body dissappears after awhile. I'm wondering if I need to tweak my anim codes or something maybe?

AnimationState = DYING
			StateName = DYING
 			Animation = DyingA
				AnimationName = CUFellBst_SKL.CUFellBst_DIEA
  				AnimationMode = ONCE ;LOOP
  				AnimationBlendTime = 10
                		AnimationSpeedFactorRange = 0.3 0.3
  			End
End
I read a post in the forums where someone mentioned something about "tuning" the GiantBirdSlowDeathBehavior to get the anim to work properly. I dont know if this could be where the problem lies:

Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
  		DeathTypes = ALL ;-KNOCKBACK
  		SinkDelay = 1000 ;8000
  		SinkRate = 1.6     ; in Dist/Sec
  		DestructionDelay = 15000;
  		Sound = INITIAL FellBeastDie
  		Weapon = HIT_GROUND NazgulCrashingWarhead
  		;FX = HIT_GROUND FX_NazgulLightPoint
  		FX = HIT_GROUND FX_TrebuchetImpactHit
  		Sound = HIT_GROUND FellBeastDieImpact
  		CrashAvoidKindOfs = STRUCTURE
  		CrashAvoidRadius  = 800
  		CrashAvoidStrength = 0.2
  		NeedToMaintainFlailingHeight = No
  		EjectRiderIfApplicable = No ;Yes
    	RiderSubObjects = NAZGUL_SKN WITCHKING2
	End

I've tried messing around with the anim code, adjusting AnimBlendTime, changing the AnimMode, ect. but to no avail. I'd appreciate any help, thanks!

#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 18 February 2011 - 10:56 PM

I thought SEE did this? Not sure, but if so, check their codes :)
Ridder Geel

#3 Gandalf17

Gandalf17
  • Members
  • 59 posts
  • Location:United States
  • Projects:Scaled War in the South
  •  Coder

Posted 18 February 2011 - 11:20 PM

Ok thanks I'll have a look at it. And i'm assuming how they coded that animation is compatible for BFME1 also? I have no experience with BFME2 so I dont know how different the modding is

#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 19 February 2011 - 12:49 AM

I think so, if not... well then you would get a small error, but usually those are easily fixed :)
Ridder Geel

#5 Gandalf17

Gandalf17
  • Members
  • 59 posts
  • Location:United States
  • Projects:Scaled War in the South
  •  Coder

Posted 19 February 2011 - 03:42 PM

Thanks Ridder Geel, I got it to work. Surprisingly it mainly just involved moving the Death anim code to the beginning of the Fellbeast's ini file, right after the modelconditionstates. With a couple tweaks its looking pretty good now, thanks again!




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users