Thanks dude
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#341
Posted 24 July 2017 - 01:09 PM
#342
Posted 29 July 2017 - 01:51 AM
Minas Tirith WIP preview
- NewErr and MattTheLegoman like this
#343
Posted 01 August 2017 - 05:00 PM
- NewErr and MattTheLegoman like this
#345
Posted 04 December 2017 - 07:14 PM
this progress make me happy cant wait to try all this stuff
maps look really harder and theses old cursors are really cool
He was the first...
#346
Posted 07 December 2017 - 04:49 AM
Edited by Maximan, 07 December 2017 - 05:10 AM.
#347
Posted 07 December 2017 - 08:13 AM
Hmm, second? Players will relate more to it?
#348
Posted 07 December 2017 - 08:40 AM
Yeah I'm also leaning more towards the second.
#349
Posted 09 December 2017 - 01:46 PM
Aragorn Ability Test - Animation
Edited by Maximan, 09 December 2017 - 01:47 PM.
#350
Posted 09 December 2017 - 06:18 PM
Yo,
I freaking love that animation and I like how you introduced the sound from the BFME tutorial. I would suggest this animation should have a standalone ability (or the other way around), a one burst shot ability and not a timed one.
#351
Posted 09 December 2017 - 06:25 PM
Thanks man, I'm currently testing around with a one burst ability, I reckon it would fit it.
#353
Posted 19 December 2017 - 06:54 PM
I would love that man, I tried it once but it just kept acting weirdly the first time I added the old code back.
#354
Posted 19 December 2017 - 07:43 PM
That's weird, I so thought about that this morning, lol.
#355
Posted 19 December 2017 - 07:49 PM
for fellbeast replace their anim block with this one: (dont worry swoop anim still work i only change dying anim and the moving anim for the "plane" promo/trailer style)
IdleAnimationState StateName = Idle Animation = IDLA AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End AnimationState = RUBBLE Animation = RubbleDieF AnimationName = CUFellBst_SKL.CUFellBst_DIEO AnimationMode = ONCE AnimationBlendTime = 8 End End AnimationState = DYING Animation = DyingA AnimationName = CUFellBst_SKL.CUFellBst_DIEN AnimationMode = ONCE AnimationBlendTime = 3 AnimationSpeedFactorRange = 1.0 1.5 End StateName = DYING BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "decelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Accelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Diving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "backup" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Claw" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Grab" then CurDrawableSetTransitionAnimState("Trans_Dying") return end EndScript End TransitionState = Trans_Dying Animation = Transition AnimationName = CUFellBst_SKL.CUFellBst_DIEM AnimationMode = ONCE AnimationBlendTime = 5 End End AnimationState STUNNED SPECIAL_DAMAGED StateName = STUNNED Animation = HitA AnimationName = CUFellBst_SKL.CUFellBst_HITA AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState STUNNED StateName = STUNNED Animation = HitA AnimationName = CUFellBst_SKL.CUFellBst_ATKH AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState = BACKING_UP StateName = backup Animation = IDLA AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End AnimationState = DIVING StateName = Diving Animation = Diving AnimationName = CUFellBst_SKL.CUFellBst_ATKD AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End AnimationState = ABOUT_TO_HIT ; clawing StateName = Claw Animation = Claw AnimationName = CUFellBst_SKL.CUFellBst_ATKD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript if CurDrawableIsCurrentTargetKindof("GRAB_AND_DROP") then CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") EndScript End TransitionState = Trans_Begin_Attacking Animation = Grab AnimationName = CUFellBst_SKL.CUFellBst_GRBA AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.4 0.4 End End AnimationState = SPECIAL_WEAPON_TWO ; Screech Animation AnimationName = CUFellBst_SKL.CUFellBst_ATKA AnimationMode = ONCE AnimationBlendTime = 20 End FXEvent = Frame:30 Name:FX_FearBlast End ;--- HARD FLAPPING ------------------------ AnimationState = CLIMBING StateName = Climbing Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_HVRB AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.55 End End ; AnimationState = FREEFALL ;freefall break crashing death style ! ; StateName = Freefall ; Animation = Moving ; AnimationName = CUFellBst_SKL.CUFellBst_IDLA ; AnimationMode = LOOP ; AnimationBlendTime = 10 ; End ; End AnimationState = MOVING SPECIAL_WEAPON_ONE StateName = Moving Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_ATKB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end EndScript End AnimationState = ACCELERATE StateName = Accelerate Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end EndScript End AnimationState = DECELERATE StateName = decelerate Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_HVRC AnimationMode = LOOP_BACKWARDS AnimationBlendTime = 10 End End AnimationState = MOVING StateName = Moving Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_IDLA ;CUFellBst_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.9 1.1 End ; BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end ; if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end ; EndScript End TransitionState = Trans_Begin_Moving Animation = Transition AnimationName = CUFellBst_SKL.CUFellBst_HVRC AnimationMode = ONCE AnimationBlendTime = 6 End End End
next u need to:
remove the two slow death behaviour and replace the giant bird slow death behaviour with this Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath DeathTypes = ALL SinkDelay = 10000 SinkRate = 1.0 DestructionDelay = 20000 Sound = INITIAL FellBeastDie Weapon = HIT_GROUND GondorTrebuchetRockWarhead FX = HIT_GROUND FX_TrebuchetImpactHit Sound = HIT_GROUND FellBeastDieImpact CrashAvoidKindOfs = STRUCTURE CrashAvoidRadius = 800 CrashAvoidStrength = 0.2 NeedToMaintainFlailingHeight = No ;EjectRiderIfApplicable = Yes //No ;RiderSubObjects = NAZGUL_SKN WITCHKING2 End
for eagle replace their anim block with this one:
IdleAnimationState StateName = Idle Animation = FlyB AnimationName = GUGwaihir_HVRA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState STUNNED SPECIAL_DAMAGED StateName = STUNNED Animation = HitB AnimationName = GUGwaihir_HITB AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState STUNNED Animation = HitB AnimationName = GUGwaihir_HITA AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState = BACKING_UP StateName = backup Animation = FlyB AnimationName = GUGwaihir_FLYB AnimationMode = LOOP AnimationBlendTime = 9 End End AnimationState = DIVING StateName = Diving Animation = DiveA AnimationName = GUGwaihir_DIVA AnimationMode = LOOP AnimationBlendTime = 9 End End AnimationState = ABOUT_TO_HIT ; clawing StateName = Claw Animation = Claw AnimationName = GUGwaihir_ATKB AnimationMode = LOOP AnimationBlendTime = 9 End End ;--- HARD FLAPPING ------------------------ AnimationState = CLIMBING StateName = Climbing Animation = FlyB(climb) AnimationName = GUGwaihir_FLYB AnimationMode = LOOP AnimationBlendTime = 9 AnimationSpeedFactorRange = 1.5 1.55 End End ; AnimationState = FREEFALL ;freefall break crashing death style ! ; StateName = Freefall ; Animation = Freefall(ilde) ; AnimationName = GUGwaihir_IDLA ; AnimationMode = LOOP ; AnimationBlendTime = 9 ; AnimationSpeedFactorRange = 0.7 0.75 ; End ; End AnimationState = ACCELERATE StateName = Accelerate Animation = Moving AnimationName = GUGwaihir_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end EndScript End AnimationState = DECELERATE StateName = decelerate Animation = Moving AnimationName = GUGwaihir_HVRC AnimationMode = LOOP_BACKWARDS AnimationBlendTime = 7 End End AnimationState = MOVING StateName = Moving Animation = FLYA AnimationName = GUGwaihir_IDLA ;GUGwaihir_FLYA AnimationMode = LOOP AnimationBlendTime = 12 AnimationSpeedFactorRange = 0.9 1.1 End ; BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end ; EndScript End TransitionState = Trans_Begin_Moving Animation = Transition AnimationName = GUGwaihir_HVRC AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = RUBBLE Animation = RubbleDieF AnimationName = GUGwaihir_DIEF AnimationMode = ONCE AnimationBlendTime = 8 End End TransitionState = Trans_Dying Animation = Transition AnimationName = GUGwaihir_DIED AnimationMode = ONCE AnimationBlendTime = 3 End End AnimationState = DYING DEATH_1 StateName = DYING Animation = DyingA AnimationName = GUGwaihir_DIEE AnimationMode = ONCE AnimationBlendTime = 4 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Freefall" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Diving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "backup" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "STUNNED" then CurDrawableSetTransitionAnimState("Trans_Dying") return end if Prev == "Claw" then CurDrawableSetTransitionAnimState("Trans_Dying") return end EndScript End AnimationState = DYING DEATH_2 StateName = DYING Animation = DyingA AnimationName = GUGwaihir_HVRA AnimationMode = ONCE AnimationBlendTime = 9 End End End
next u need to:
remove the two slow death behaviour and replace the giant bird slow death behaviour with this: Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath DeathTypes = ALL SinkDelay = 15000 SinkRate = 1.0 ; in Dist/Sec DestructionDelay = 20000 Sound = INITIAL EagleVoiceDie ;FellBeastDie Weapon = HIT_GROUND GondorTrebuchetRockWarhead ; FX = INITIAL FX_FellBeastSpell FX = HIT_GROUND FX_TrebuchetImpactHit Sound = HIT_GROUND FellBeastDieImpact CrashAvoidKindOfs = STRUCTURE CrashAvoidRadius = 800 CrashAvoidStrength = 0.2 NeedToMaintainFlailingHeight = No ;EjectRiderIfApplicable = Yes //No ;RiderSubObjects = NAZGUL_SKN WITCHKING2 DeathFlags = DEATH_1 End
u also need to add GIANT_BIRD to the kindof of the fellbeast and eagle
and done
Edited by Miraak5, 20 December 2017 - 03:14 PM.
- Maximan likes this
He was the first...
#356
Posted 19 December 2017 - 08:08 PM
Uhm.. Mind if I use this also?
#357
Posted 19 December 2017 - 08:24 PM
u can but if it's for bfme2 u need to take these 3 anims from bfme1 (EA keep eagle anims in bfme2 W3D but not fellbeast one)
cufellbst_diem, cufellbst_dien and cufellbst_dieo
Edited by Miraak5, 19 December 2017 - 08:26 PM.
- NewErr likes this
He was the first...
#358
Posted 20 December 2017 - 09:08 PM
The model might just need little rework
He was the first...
#359
Posted 21 December 2017 - 01:09 PM
Maybe, not sure yet, since I feel like Mordor might be too strong, with a large spam of orcs and some pikemen.
#360
Posted 22 December 2017 - 07:26 PM
yeah maybe
if u add them they should not be free
PS: so did the code worked ? i hope so
Edited by Miraak5, 22 December 2017 - 07:28 PM.
He was the first...
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