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ToDo - Moria faction - final fixes...


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#1 Nazgûl

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Posted 24 October 2012 - 06:26 PM

NOCANDO (Unsolvable and thus unfortionately scrapped ideas)

  • The "MordorWorkerNoSelect" (and corresponding for Good factions) should be more than one! Preferably a whole team that emerges all around the structure and starts repairing it!
  • Untamed Allegience should not be permanent, but changed into timed ability!

SCRAPPED (Ideas deemed unnecessary or just unfitting)

  • Troll hitting drum!

POSTPONED (Too much work atm)

  • "SGC" (Saved Games Crash) is back!   :flame: Happens when loading a game with more than 1 player! Might be AI related?
  • All units should be made to WALK instead of RUN, and only run when attacking, just like SEE trolls!
  • Giants have a very nice rampage anim, that's not used in game. We should put it in and time a rampage weapon, just like trolls!
  • Giants should be expanded to utilize the unused attack state (SPECIAL_WEAPON_ONE) which is picking up, and tossing enemy unit. This should be a anti hero power only!

BUGS/PROBLEMS

  • Shelob's Hero Webbing doesn't work on enemies, only allies? (GEEL)
  • Stone Giants rock throw, releases the rock projectile far above the head? Problem is related to unit being scaled 3.0! (GEEL)
  • Stone Giants have no crush ability, despite being coded upon the vanilla Mountain Giants, that do crush? This problem also seems related to the model scaling... (GEEL)
  • Buying BC gives too much XP (?) and promotes goblins to lvl 3 instead of 2? (FIXED)
  • Going to HA gives too much XP (?) and the goblins go from lvl 1 to lvl5 at once? (FIXED)
  • Having trouble setting the AttributeModifier "MordorLargeGroupBonus_SEE" to be limited to 30 secs? (FIXED)
  • Units suffering from BurningDeath sometimes goes into KNOCKBACK when dying? (FIXED)
  • Moria Spell FX for PLUNDER and DETERIORATE needs to be timed to live long enough to last the effect, but not last longer than that? Both FX's should go away, when the effect is "done". I've been fidding with these spells for several hours alone, but I just can't grasp how the **** you time the FX lifetimes to match the effect's lifetime? (FIXEDI simply set the FX lifetime to be slightly longer than the effect. It isn't perfect, but it will do!
  • Fire Drake scorch marks should look much less square-ish (extremly ugly) and go away after some time! (WIPMight scrap ALL things that sets fire to ground, in SEE, as the scorch marks are insanely ugly and seems very difficult to trim!

MODELING

  • Add new models featuring:
    - Azog hero. (WIP)
    - Bolg hero. (WIP)
    - Yazneg hero. (WIP)
    - Fimbul hero. (WIP)
    - Gundabad Hunter Orcs as limited warg riding heavy cavalry. (WIP)
    - Gundabad Soldier Orcs as limited elite (pikemen & swordsmen). (WIP)
    - Great Goblin hero. (WIP)
    - Goblin Town Goblins as bodyguard slave horde. (WIP)
    - Stone Giants for Spell Book summon. (DONE)
  • Troll Drum bib is offset and needs to be aligned! (DONE)
  • Troll Drum could really use a buildup anim! (DONE)
  • Hill Troll needs to be rigged to the Cave Troll SKL for superior anims! (DONE)
  • Spiked Fences should have buildup anims. Spikes shooting up from ground should look pretty cool and "wild"! (DONE)
  • Head of the Balrog Monument needs better texture mapping for the rusted metal! (GEEL)
  • HillTroll is rigged to the wrong SKL. Is using Mountain Troll's - should be Cave Troll SKL! (GEEL)
  • Balrog Fortress Monument needs a model complete with BuildUp anims. I suggest, use balrog head as base, remodel and make it look crude and "sloppy" - hand crafted, out of scrap metal. Place metal idol on a large crooked pole and made sure eyes have bones so I can attach fire FX there! (DONE)
  • POLISHING: Goblins would look as cool as they could ever be, featuring weta designed armor parts and shield that is not thin like a piece of cardboard paper. Ideal for final product would be the much better texturemapped cinematic model, featuring current LUA gear, with some parts changed into new scrap modeled parts. Also, when this is being done, we should scale the relation between warg/wolf & rider. Wargs in particular are too small. (WIP)

AUDIO

  • Wolf Den is missing construction audio! (DONE)
  • Wolf Den select sound is a bit low! (DONE)
  • Goblin Warg Riders is using Isengard orc voices when being recruited. Should be goblin voices! (DONE)
  • Goblin Wolf Riders is using Isengard orc voices when being recruited. Should be goblin voices! (DONE)
  • Wolf Pack need howling sounds to go along with newliy added unused howling anims! (DONE)
  • Wolf Pack have no voices when being created! (DONE)
  • Gundabad Goblins should have brighter voices (higher pitch) that that of the "Half Troll" voices! (DONE)
  • No warg audio for Azog when mounted? (DONE)
  • Treasure Trove is using generic announcement when built? Should be dedicated (can be cut from the upgrade voices)! (DONE)

ART

  • Troll Drum needs new button & palantir art! (DONE)
  • Troll Drum needs bib texture for snow maps! (DONE)
  • Shelob needs new button for Hero Webbing! (DONE)
  • Moria Vaults (Scavenger) should use the classic Scavenger button! (DONE)
  • Demonic Tribute is missing button! (DONE)
  • Change art for Untamed Allegiance from chained troll into collar/chain only! (DONE)
  • Change art for Flaming Arrows from crossbow to just arrow with flames! (DONE)
  • Goblins need HA skins for archers! (DONE)
  • Wolf & Warg Riders need new BC symbol, featuring Balrog! (DONE)
  • Wargs in Sentry need high res skins! (DONE)
  • Wolfs in Wolf Rider horde needs random skins! (DONE)
  • Wolfs in Wolf Pack needs random skins! (DONE)
  • Giants needs polished skin (more "stoney-ish" grey)! (DONE)
  • The chain on the Cave Troll of Moria's collar needs texture! (DONE)
  • Wolf Den needs snow texture! (DONE)
  • Wolf Den needs damage texture! (DONE)
  • Wolf Den has faulty NRM that needs to be reverted! (DONE)
  • Warg Riders should spawn with random skins for wargs, but the granted HA upgrade removes this! (DONE)
  • All heroes need art for palantir, buttons and revive buttons! (DONE)
  • Make better looking Palantir border art, for Good and Evil! (DONE)

ANIMS (Be VERY careful when fiddling with TROLL anims as I spent weeks working on the maximised death scenes/anims!)

  • Trolls in WEAPONSET_TOGGLE_1 (Rock Throw) and falling on back when dying (_DIEB) from BURNINGDEATH always get wrong decay anim. Switches to belly _DISC? Should be _DISB! (DONE)
  • Giants falling on back when dying (_DIEA) sometimes get wrong decay anim. Switches to belly _DISB? Should be _DISA! (DONE)
  • Slow down movement of Troll Sling, so it looks really heavy! (DONE)
  • Remove anims in phantom phase of Mine and Den! (DONE)
  • Azog on Warg has only one idle anim and it stops after being played once. Set it to loop and randomize more! (DONE)
  • Warg Rider's wargs need cooler looking attack anims, using taunt etc! (DONE)
  • LargeGroupBonus anims needed for all goblin units! (DONE)
  • Goblin BC moves with a stiff moment when idle! Make it a fluid motion! (DONE)
  • When Goblin Swordsmen horde are i attention, they move in sync? Make it desync! (DONE)
  • Stone Giants (Spell Book OCL summon) should spawn the same way Ents are built in the moot - rising from the ground! (GEEL)

FX

  • SEE Burning Death FX problems with;
    - Wolf Pack! Flames + smoke, but smoke goes away as soon as Wolf drops dead? (DONE)
    - Wolf Riders! Flames + smoke, but no smoke on Wolf when unit drops dead? (DONE)
    - Warg Riders! Flames + smoke, but there's no smoke on Warg when unit drops dead? (DONE)
    - Goblin Archers work flawlessly!
    - Goblin Swordsmen work flawlessly!
    - Goblin Spearmen work flawlessly!
    - Hobgoblins work flawlessly!
  • Polish BurningDeath FX to look more realistic (better smoke)! (DONE)
  • Shelob needs FX for Instill Terror! (DONE)
  • Dust FX for moving Wolf Pack is too thick? (DONE)
  • Fire Drake need dust and water splash FX when moving! (DONE)
  • Giants falling down now have dust FX like Ents, but the FX doesn't play perfectly timed? (DONE)
  • TrollSplatDust/TrollSplatDust1/TrollSplatDust2, needs to be unified, trimmed and timed better! (DONE)
  • LargeGroupBonus FX needed for all goblin units! (DONE)
  • Give water splash FX along with ripples for all units when crossing water (wading)! (DONE)
  • Give dust FX for all units when running on land! (DONE) Pending approval when beta testing!
  • Troll's footstep dust & snow FX is missplaced on right foot only? Adjust coordinates properly! (DONE)
  • Decal of Fire Drake's Inferno power should last longer on ground! (WIP)
  • Some of the new Moria Spells need new and/or polished FX:
    - Plunder; need some fitting FX! (DONE)
    - Cave Bats; need some rocks and dust when summoned from underground! (DONE)
    - Deteriorate; need suiting FX like maybe the Dread Visage or similar to Poison fx! (DONE)
    - Watcher summon; need more rocks and some water mist! (DONE)
    - Giants Summon; need better looking mist! (DONE)
    - EarthQuake; need rocks, lava, fire and smoke! (DONE)

GENERIC CODING

  • Order of tech for each unit should be:
    - BC (Banner Carrier) (DONE)
    - FB (Forged Blades (Scavanged Weapons for Moria)) (DONE)
    - HA (Heavy Armor (Scavenged Armor for Moria)) (DONE)
    - PA (Poisoned Arrows) (DONE)
    - FA (Flaming/Fire Arrows) (DONE)
  • Flaming Arrows needs strings/tooltip! (DONE)
  • Adjust the range of the new generic single shot Flaming Arrows ability to reach further! (DONE)
  • Wargs in creeps should have high res random skins! (DONE)
  • All heroes should be summoned (recruited) as lvl 10 from start, with access to all their powers! Thus they need only one listing in Experiencelevels.INI which in turn can be vastly shortened. SEE will never ever feature upgradable heroes. (DONE)
  • SlowDeathBehavior should be noticably longer in SEE. Before decay starts; (DONE)
    - Humanoid bodies (humans, uruks, elves, orcs, dwarves, goblins, etc) will stay for 15 secs!
    - Trolls, Giants & Ents for 30 secs!
    - Mûmakil, Fellbeasts & Eagles for 60 secs!
  • AutoAcquireEnemiesWhenIdle should not feature "ATTACK_BUILDINGS" for ANY units other than siege units and monsters! (DONE)
  • Balance XP given, to match the cost of units/hordes, so that the correct number of recruited hordes result in a level up of the structure! (DONE)
  • Make sure ALL structures are coded for SNOW conditions as well (snow covered textures & snow FX)! (DONE)
  • Make sure ALL structures are coded for NIGHT conditions as well (window lights, etc)! (WIP)
  • Check, trim and expand all FIRE FX (damage states) for structures! (WIP)

MORIA CODING

  • Check all horde strings so that when mouse pointing, the palantir says singular name, and the horde says the plural name! (DONE)
  • Remove the LUA code that enables the Moria goblin helmet without face plate and faulty texture mapping! (DONE)
  • Bibs for Moria's spiked fences are too vivid in contrast! Reduce contrast by setting 50% transparency! (DONE)
  • Cavalry units BurningDeath LocoMotor is screwed. All units run off in straight lines? (DONE)
  • Troll hitting drum need better (more fitting) anim! (_ATKI) (DONE)
  • Troll's rock throwing mode, should be changed into ability instead, with reload timer of 30 sec! (GEEL)
  • Giants falling forwards has no death weapon. Should fire MountainGiantDeath! (DONE)
  • Stone Giants should argue amongst eachother when close, like trolls! (GEEL)
  • Wolfs in Wolf Pack should be scaled down! (DONE)
  • Wolfs in Wolf Pack needs dust FX when running! (DONE)
  • Wolfs & Wargs need snow FX when running on snow maps! (WIP)
  • Wolf Pack needs to be in Experiencelevels! (Highlight/markers are missing) (DONE)
  • Golfimbul ("Azog.ini" from RotWK) should be implemented into game as final hero. (DONE)
  • Goblins of the High Pass should be made into slave units of The Great Goblin! (DONE)
  • Remove "Call from the Deep" and "Poisoned Stinger" from Azogs powers (as he's no longer riding Scorpion). (DONE)
  • Change audio for Azog, when mounted on Warg from ambient scorpion sounds to warg sounds! (DONE)
  • Azog on Warg needs to ride faster, just like the Warg Rider hordes! (DONE)
  • The Great Goblin's, as well as Bolg's weapon, have a blue glow - remove it! (DONE)
  • Remove Shelob's revive function from the fortress as she is now Spell Book summon! (DONE)
  • Check that the number of fortress buttons correspond to number of heroes! (DONE)
  • Make sure all Moria heroes have revive! (DONE)
  • Swap fortress monument hero from Drogoth into Balrog! (DONE)
  • Finish the awesome Webbing Cocoon power for Shelob! (Port from beta 4.7) (DONE)
  • Change audio for Scavanged Weapons! (DONE)
  • Treasure Trove should contain the following "technologies":
    - Lvl1: Banner Carrier! (DONE)
    - Lvl2: "Moria Vaults" (enabling Scavenger ability)! (DONE)
    - Lvl3: "Demonic Tribute" (Cost: 25 000$ unlocking ALL spells in Spell Book)! (DONE)
  • All goblin units below should use the 3 "xxxxxx.skn" (random) when spawned, and the corresponding 3 "xxxxxx_HA.skn" when getting Scavenged Armor (and the random LUA gear)! MuGblnSwrd for all but archers and MuGobArch for archers:
    - Archers; can upgrade to SA. (DONE)
    - Swordsmen; prereq is SB. Can upgrade to SA. (DONE)
    - Spearmen; prereq is SB. Can upgrade to SA. (WIP)
    - Wolf Riders; prereq is SB! (DONE)
    - Warg Riders; prereq is SB and SA! (DONE)
  • Finish all hero powers!
    - Golfimbul: Leadership to Goblin Archers + "Fire Bombs". (DONE)
    - Bolg: Leadership to Goblin Swordsmen & Spearmen + "Carnage". (DONE)
    - Azog: Leadership to Goblin WargRiders & WolfRiders + "Skull Totem" + "Mount Warg". (DONE)
    - Great Goblin: Leadership to Hobgoblins + "In Service of the Great Goblin" + "Poisonous Cloud". (DONE)
    - Cave Troll of Moria: Leadership to all Cave Trolls + "Dominate Troll" + "Hammer Smash". (DONE)

And perhaps "most importantly"...

  • AI needs to be further adjusted (SkirmishAIData, etc) so that all units vs structures behavior is minimized as far as possible! (SEE is about siege v/s structures and units v/s units) (GEEL)
  • MORIA SPELL BOOK needs to be finished according to the topic: http://forums.revora...ee-spell-books/ (DONE)
  • BALACE the entire faction (final adjustments when Erebor is finished)! (WIP)
  • Playtesting, looking for bugs and imbalance issues... (TEAM)

I think this covers just about it all... :mellowthumbsup:


Edited by Nazgûl, 13 April 2015 - 09:13 AM.

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#2 Ridder Geel

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Posted 24 October 2012 - 07:54 PM

All goblin units below should use the 3 "xxxxxx.skn" (random) when spawned, and the corresponding 3 "xxxxxx_HA.skn" when getting Scavenged Armor!

So.. you have someone working on those models again?
Ridder Geel

#3 njm1983

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Posted 24 October 2012 - 11:28 PM

Id like to add Faction loading music. Ive got 4 clips Ive edited from my complete recordings soundtracks.

#4 Nazgûl

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Posted 24 October 2012 - 11:37 PM

No? Just me... I just updated the textures so that:

MuGblnSwrd + MuGblnSwrd2 + MuGblnSwrd3 looks like low armor with chain mail and
MuGblnSwrd_HA + MuGblnSwrd2_HA + MuGblnSwrd3_HA are the corresponding textures for HA (Scavenged Armor).

Those goes for all units but Archers. I havent updated those textures yet, but they're gonna get the same setup. Assuming you can adjust the coding to it ;) Atm the low armor works, but when going HA they all go to just one texture (MuGblnSwrd_HA).


@NJM: If the quality is good, which I assume you can be the judge of, then why not...

Edited by Nazgûl, 24 October 2012 - 11:38 PM.

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#5 MattTheLegoman

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Posted 24 October 2012 - 11:44 PM

I thought that was what you were trying to do NJM. ;p

Since we seem to be focussing on Goblins, would you like me to jump ahead and make some designs for Goblin Town, based on the trailers and the LEGO set. I do not think I have the skill yet to map it, but I certainly have quite a few ideas that could make it work. We could use the Esgaroth boards and make it very multi-levelled. I should start studying New Zealand caves.

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#6 njm1983

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Posted 25 October 2012 - 12:03 AM

Fire away, MTL. I think youve got the skill to do goblin town.

Yes Naz high quality. I have all 3 films complete recordings soundtracks, the ones you buy. Its pretty much every piece of music throughout the entire trilogy. I just used audacity to clip sections add a fade in and out, They are in mp3 format. Doing this allows me to include music not included with the games. Several elven songs as well as the gondor themes. Not to mention the beautiful rohan themes, which have several variations. The goblin stuff is specifically from the Khazad dum track featuring powerful drums and that baratone choir. If i upload them to rapid share youll need to get them before the file expires.

#7 Nazgûl

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Posted 25 October 2012 - 12:54 AM

Sounds wonderful! Not coding music now though, as that's polishing. We're focusing on moving onwards so just hold on to them for now =)

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#8 njm1983

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Posted 25 October 2012 - 01:41 AM

No problem. Ill keep them secret, keep them safe. :smile2ap:

#9 Nazgûl

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Posted 25 October 2012 - 01:17 PM

Precious... :twisted:

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#10 Nazgûl

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Posted 30 October 2012 - 12:18 AM

Right... gone as far as I can now with two hard coded things. I'm gonna need help from RG to finish these...

1) Balrog, as new Fortress Monument Creature, replacing Drogoth.
I've managed swap Drogoth and put the Balrog there instead, but;
- Can't seem to activate the "build time" that Drogoth had? (Balrog button is now available to click as soon as prereq is built?)
- Button lights up, and the ground cursor (balrog symbol) is activated, but it I can't summon him?

2) Shelob hero Webbing power, is almost done. But;
- I can't seem to figure out how Sûl swapped the victim into a webbed cocoon model?
- Shelob should use a special melee webbing anim (_WEBB) for this power (it's available but unused).

Edited by Nazgûl, 31 October 2012 - 01:11 AM.

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#11 njm1983

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Posted 30 October 2012 - 12:59 AM

With the balrog, are you planning on having him be like the spell book? meaning that you summon him just like it was the spell; anywhere on the map? I would kinda like to see him not be on a timer, and just appear my 2 cents from the ground right in front of the fortress after being built. Just my 2 cents.

#12 Ridder Blauw

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Posted 30 October 2012 - 07:20 AM

Not exactly sure what you want with the Balrog, however I would watch out with webbing, seeing as it is more complicated than you think.

#13 Nazgûl

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Posted 30 October 2012 - 01:30 PM

- Balrog is supposed to work just like before basiclly, but moved from Spell Book into the fortress as Monument Creature. Moria will have Balrog just like Rhûn will have Smaug (or "Drogoth"), Harad will have Royal Mûmak and Lothlórien will have Gwaihir. Mordor, Isengard, Gondor, Rohan and Erebor will utilize other things. So, once the prereq is built (the balrog monument), the button lights up. But when clicking it, a timer should start like before (60 sec or something) to summon him. Then you should be able to do what I now can do right away - click and get the summon icon (balrog symbol). This means you get to place him anywhere yes, like before. Having a fixed location won't work as it might collide with the map geography or base buildings. I got stuck however, and the problem seems to be converting and adapting a spell book power into a fortress upgrade...

PS, The Ring would make Balrog a permanent summon, btw.

- I know the Shelob Webbing is hard coded and complex, but Sûl did most of it and I already cleansed the bugs that caused crashes in Beta 4.7. All I need now is to swap the affected hero into a cocoon model, and if it's too hard to convert him/her back, just make it permanent with death after some time. I seem to recall the model swap worked at some stage as I have seen it in game. No idea what happened to that coding though. Probably got lost when starting over with DC version.

Edited by Nazgûl, 30 October 2012 - 01:31 PM.

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#14 Lauri

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Posted 30 October 2012 - 01:58 PM

Will the Balrog be mortal? As in, once it dies, it's gone for good? I know that powers in BFME1 start as avaliable when you purchase them in a skirmish match, but when you're in the campaign they start as if they were just used, and then they reload before you can use them. I'm not sure what does it though, and I'm guessing you won't find anything useful from that anyways :p But it should be possible I believe.

Do you have the last Sû version as a backup somewhere?

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#15 Nazgûl

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Posted 30 October 2012 - 04:59 PM

Yeah I'm working with the files from the last beta and his old coding. Just making sure, step by step, that all references are legit. Found some bugs where he for instance gave the same name to weapons as modifers and at one place the coded referenced to a weapon where it should reference to a modifer.. lol

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#16 Lauri

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Posted 30 October 2012 - 06:00 PM

That's how bugs are made :p

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#17 njm1983

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Posted 30 October 2012 - 06:34 PM

Thought I should mention this though its polish - azog mounted has ambient scorpion noises and scorpion footsteps when moving
Should be warg.

#18 Nazgûl

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Posted 30 October 2012 - 06:51 PM

Very good... we will need to playtest Moria once it's "done". I'm sure I have missed other small things as well. But, it's nearling completion at least and that feels great =)

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#19 Nazgûl

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Posted 09 November 2012 - 01:20 AM

RG, I think I might have found the problem with the troll decay anim... I playtested a lot and found a more specific description and a certain location of the problem. It occurs only like this:
  • Troll in WEAPONSET_TOGGLE_1 (Rock Throw) and falling on back when dying (_DIEB) from BURNINGDEATH always get wrong decay anim (switches to belly _DISC)? Should be _DISB!
Now DEATH1 is state of falling on back and DEATH2 on belly. So the following codes should (?) be the source of the problem... I think...


;-------------------------- Decay with stone 1
ModelConditionState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
Model = MUCavTroll_DISC ; This is decay on belly for DEATH_1!
RetainSubObjects = Yes
End
AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
Animation = dead1
AnimationName = MUCavTroll_DISC.MUCavTroll_DISC
AnimationMode = ONCE
End
End

Edited by Nazgûl, 09 November 2012 - 02:05 AM.

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#20 Nazgûl

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Posted 09 November 2012 - 01:37 AM

YAY, it was that simple! The hard part was locating when it actually occured... Luckily we have the Drake for testing burning deaths, hehe :thumbsupxd: I will still need to polish the dust FX when they fall over, since EA did a very slopy job there as well... but I hope I can manage that myself =)

The Giants animation problem are next. If I can't manage them, I'll call for Dr. Geel again... :smile2ap:

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