A problem with FX between Model and Model_Mounted. (SOLVED)
#21
Posted 08 September 2011 - 05:46 PM
#22
Posted 08 September 2011 - 07:12 PM
#23
Posted 08 September 2011 - 10:09 PM
#24
Posted 08 September 2011 - 10:29 PM
#25
Posted 08 September 2011 - 11:09 PM
Does applying any other fx to one of your unit's bones work? (or is this not a custom fx you are using?)
#26
Posted 08 September 2011 - 11:21 PM
In fact, the FX works well with the UNMOUNTED model, but the FX doesn't work with the MOUNTED.
I think I will forget this stuff and I will use FX from another stuff (maybe an AttributeModifier).
PS : The FX I tried has no particle linked to a bone, it is by using a ParticleSysBone that I link a FX to a bone. I specify it cause a FX can be directly linked to a bone in it definition.
I'll go to bed, so... more news tomorrow... :-p
#27
Posted 10 September 2011 - 10:55 AM
You are using a different weapon for the Hero's HEROMODE and a different anim ..That's fine
however unlike ALL the other Heroes who use this .. they simple have the HERO_MODE as their primary weapon
and the Anim is recognized by in the anim blocks
The weapon SWITCHES to the WEAPONSET_HERO_MODE weapon block and all is fine as it uses the PRIMARY weapon
of that block as the HERO_MODE weapon
But yours is NOT SO ...It uses a SECONDARY_WEAPON ... and so you don't have
ModelConditionState = WEAPONLOCK_SECONDARY
or WEAPONLOCK_SECONDARY WEAPONSET_HERO_MODE
so the particle system does not show
So to test the particle system .. have it when no power is triggered on the unmounted Default state
if it shows then you know its working and showing on the bones as needed ..
Now I suggest You redo the WeaponBlock codes and make the Weapon Primary ..
And to show the weapon anims in HERO_MODE just duplicate and add WEAPONSET_HERO_MODE for his attacks ..
SEE ARAGORN.INI for the blademaster power
--------------------------------------------------
Really should not be this hard to add a Blademaster Type power .. But when you change one thing like using a Secondary weapon you mess up alot
A heromode Weapon does not have to be to be a secondary weapon ...it works fine as a primary weapon in the WEAPONSET_HERO_MODE Weapon block
Always put the many above the few ... That is why it did not work when you tried it .... In aragon's INI the WEAPONSET_HERO_MODE is ABOVE not below AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode StateName = STATE_ready Animation = ATKF AnimationName = GUAragorn_SKL.GUAragorn_ATKF AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE FXEvent = Frame:25 Name: FX_BladeMasterHitOrient FXEvent = Frame:45 Name: FX_BladeMasterHitOrient End AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_ready Animation = ATKD AnimationName = GUAragorn_SKL.GUAragorn_ATKD AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 3 End Animation = ATKE AnimationName = GUAragorn_SKL.GUAragorn_ATKE AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 2 End Flags = RESTART_ANIM_WHEN_COMPLETE End
#28
Posted 10 September 2011 - 10:14 PM
1) All works well for the UNMOUNTED state.
2) MOUNTED :
2.1) I tried to add a particle directly in the default MOUNTED state (without heromode) and it doesnt work. So there is a true problem with the bones !
2.2) EA used a bone which is not in the skeleton (!) so I tried a particle on this bone :
2.2.1) -> it works on default MOUNTED state.
2.2.2) -> it doesn't work on HEROMODE MOUNTED state.
2.3) I tried to use the heromode as PrimaryWeapon but there was no better things. And I said in a previous post why I choose to use a SecondaryWeapon after having tried a PrimaryWeapon.
So, I will try again new tests with heromode as PrimaryWeapon.
#29
Posted 10 September 2011 - 10:53 PM
The problems I encountered with PrimaryWeapon for heromode is solve : the state "FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE" as to be written BEFORE the state "FIRING_OR_PREATTACK_A".
But, I have always the problem for the particle :
-> in UNMOUNTED HEROMODE, particle is visible.
-> in MOUNTED HEROMODE, no particle is visible ! no particle is I use a bone from the skeleton, and no particle if I use the bone choosen by EA.
Moreover, I've just seen a small problem with the UNMOUNTED HEROMODE : the model plays no animation for a very short time however there is no problem like that in the MOUNTED HEROMODE.
So, to recap :
// UNMOUNTED HEROMODE :
- no particle showed
+ animation is good
// MOUNTED HEROMODE :
+ particle is well showed
- animation freezes for a short time
PS : Thank you to spend so much time to help me ! ;-)
#30
Posted 11 September 2011 - 12:05 AM
SAVE BEFORE CONTINUING .. Backup now!
Do EXACTLY this ..
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = KUAgndrMnt_SKN Skeleton = KUKngMount_SKL ParticleSysBone = SWORDBONE MordorFire FollowBone:Yes ParticleSysBone = NONE MordorFire FollowBone:Yes End ...
this is where debugging comes in ..TRY this as the object without all the other modelConditionstates
And use a BONE that the model HAS !
I posted this before but you did not TRY or did not tell me what you saw
I want the Default state to have the FX on a bone that the model has
Check Renx and make sure the model has the bone name .. check on the Skeleton the model is using
and check the mounted state as well ...
ALSO you can use the FX triggered in HERO_MODE to have a particle system attached to a bone
The FX is ofcourse from the attributemodifier of the Heromode
FXList FX_NewHeromodeFX ParticleSystem Name = GandalfStaffFlare AttachToObject = Yes AttachToBone = FINGERB2RIGHT ;; or another bone End End
And for the anim freeze try reducing the UnpackTime for the mounted power
Edited by JUS_SAURON, 11 September 2011 - 12:07 AM.
#31
Posted 11 September 2011 - 04:45 PM
-> I tested the MOUNTED model as DefaultModelConditionState.
In this case, the particle works on the bone.
-> After that I added a new MCS MOUNTED with the UNMOUNTED model (in fact it's reversed, ok ?).
In this case, the particle works on the good bone for each MCS.
-> So I reversed that to have good MCS : DefaultMCS is for UNMOUNTED model and MCS_MOUNTED is for... MOUNTED model.
In this case, the particle works on the good bone for each MCS, BUT for the MOUNTED model, there is another particle which is a duplicated version attached in the middle of the model. More precisely, I have the good particle linked to the sword, and another linked to the middle of the model.
It's very strange !!!
Now, I will uncomment each animations and MCS one by one to see if something makes the particle disappear.
A true debugging is in command line... Cause running and closing the game for each test takes so long time for nothing !
--- Post edited ---
All anims and MCS are reactivated, and I have these results :
- If particle is set to the "normal" MCS :
-> it works for the UNMOUNTED
-> the MOUNTED has 2 particles (!)
- If particle is set to the "heromode" MCS :
-> it works for the UNMOUNTED
-> it doesn't work for the MOUNTED if I use this line
ParticleSysBone = SWORDBONE MordorFire FollowBone:YesBut if I use this one
ParticleSysBone = SWORDBONE MordorFire FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:10The particle is displayed but... as there is the field "Persist", the particle is always displayed after the heromode power.
About the freeze of the animation when I activate the heromode on UNMOUNTED model, it's the TriggerModelConditionDuration which solve that stuff.
Edited by Gourbish, 11 September 2011 - 11:03 PM.
#32
Posted 13 September 2011 - 02:50 AM
Re-check the model conditions
DefaultModelConditionState Model = GUAragorn_SKN End ModelConditionState = MOUNTED WEAPONSET_HERO_MODE USER_3 Model = guargnhrs_skn WeaponLaunchBone = PRIMARY PASSENGERBONE End ModelConditionState = MOUNTED WEAPONSET_HERO_MODE Model = guargnhrs_skn WeaponLaunchBone = PRIMARY PASSENGERBONE End ModelConditionState = MOUNTED USER_3 Model = guargnhrs_skn WeaponLaunchBone = PRIMARY PASSENGERBONE ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End ModelConditionState = WEAPONSET_HERO_MODE USER_3 Model = GUAragorn_SKN ;ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ParticleSysBone = BAT_RIBS Sparkle FollowBone:Yes ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ParticleSysBone = B_SWORDBONE GandalfMoriaLightCenter_NEW FollowBone:yes End ModelConditionState = WEAPONSET_HERO_MODE Model = GUAragorn_SKN ; ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ParticleSysBone = BAT_RIBS Sparkle FollowBone:Yes ParticleSysBone = B_SWORDBONE GandalfMoriaLightCenter_NEW FollowBone:yes End ModelConditionState = USER_3 Model = GUAragorn_SKN ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End ModelConditionState = MOUNTED Model = guargnhrs_skn WeaponLaunchBone = PRIMARY PASSENGERBONE End
Here a bit of my aragorn's ini ..Notice the MOUNTED WEAPONSET_HERO_MODE USER_3 comes above the rest
ALWAYS put the many above the few ... or else the game would not even recognise the MOUNTED WEAPONSET_HERO_MODE
and instead read the MOUNTED ... ALWAYS even when as MOUNTED WEAPONSET_HERO_MODE
If that does not work I have one more suggestion ..but try that first
#33
Posted 13 September 2011 - 10:29 AM
So here are all of my MCS (with the results I told you before) :
DefaultModelConditionState Model = KUAgndr_SKN Skeleton = KUKng_SKL End ModelConditionState = MOUNTED WEAPONSET_HERO_MODE Model = KUAgndrMnt_SKN Skeleton = KUKngMount_SKL ParticleSysBone = SWORDBONE MordorFire FollowBone:Yes ;FXTrigger:NONE Persist:SPAWN PersistID:100 End ModelConditionState = MOUNTED Model = KUAgndrMnt_SKN Skeleton = KUKngMount_SKL End ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = RIGHTHAND MordorFire FollowBone:Yes End
About your Aragorn, I can see that you don't have ParticleSysBone in the MOUNTED HEROMODE, did you try to add one in this MCS ? Does it work ?
#34
Posted 13 September 2011 - 10:27 PM
So I made the power an unmounted only one .. and made the MOUNT button unusable when in heromode
Try implementing the Fx via the attribute modifier instead .. only for the mounted Power
ModifierList HeroBladeMaster Category = SPELL Modifier = ARMOR 50% Modifier = DAMAGE_MULT 200% Duration = 30000 FX = FX_NewHeromodeFX End ........................... FXList FX_NewHeromodeFX ParticleSystem Name = MordorFire AttachToObject = Yes AttachToBone = SWORDBONE ;; or another bone that is available End End
#35
Posted 14 September 2011 - 01:11 PM
I think I will only use a standard FX like BladeMaster or CreateAHeroInvulnerability and it will be enough.
But if you want to completely solve this problem, I will try what you'll write. :-)
#36
Posted 18 September 2011 - 03:05 PM
SystemLifetime = 20
Copy and re-name the fire in FXparticlesystems.ini
then Add this line
SystemLifetime = 700 ;;
The value will have to be modified for the duration of the HERO_MODE
This will shut off the FX after it starts
#37
Posted 14 October 2011 - 04:39 PM
Really sorry for the lack of news... I tried your stuff and it works !
So great thanks for all the time you spent to help me.
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