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Problem with bow attack animations

animations attack elven ini

Best Answer Ridder Geel, 20 March 2014 - 10:21 PM

A new weapon eh?

Did you copy the weapon timing code from the rohirrim? If not, that might be your problem :p (preattackdelay and such)

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#1 _mclovin

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Posted 18 March 2014 - 10:24 AM

Hi, I'm trying to let Elven Rivendell Lancers switch between lance and bow.

Everything works fine, except the attack animation with the bow.

They look like idle while arrow are being shot and hit the enemy...I'm using Rohirrim's skeleton aniamations.

Any suggestion?



#2 Ridder Geel

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Posted 18 March 2014 - 09:23 PM

Paste your animation code (the whole w3d draw code) :p

Most likely your idle is placed in the wrong way :p

As I mention in a article on the3rdage.net ( http://www.the3rdage...?apage=466#page )

 

;;================== ANIMATIONS =================================================================
;; All code needs to be 'turned around'
;; You want the USER_ something to be before the normal attack animations and the Weaponset toggle ones must be before those!
;; Make sure that the User for Normal Non Toggled attacks are AFTER the Toggled Anims!
;;
;;-ORDER-
;;SPECIAL MOVES
;;MOUNTED + WEAPONSET_TOGGLE_1 + USER_??    <-MOUNTED WEAPONSET_TOGGLE_1 USER_?? ANIMATIONS
;;MOUNTED + WEAPONSET_TOGGLE_1            <-MOUNTED WEAPONSET_TOGGLE_1 ANIMATIONS
;;MOUNTED + USER_??                <-MOUNTED USER_?? ANIMATIONS
;;MOUNTED                    <-MOUNTED ANIMATIONS
;;WEAPONSET_TOGGLE_1 + USER_??            <-WEAPONSET_TOGGLE_1 USER_?? ANIMATIONS
;;WEAPONSET_TOGGLE_1                <-WEAPONSET_TOGGLE_1 ANIMATIONS
;;USER_??                    <-USER_?? ANIMATIONS
;;Default                    <-DEFAULT ANIMATIONS

Most likely your WEAPONSET_TOGGLE_1 is above the attack animations :p


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#3 _mclovin

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Posted 19 March 2014 - 07:16 AM

Thanks, it seems ok now!!



#4 _mclovin

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Posted 19 March 2014 - 09:05 AM

As I zoom a bit more, I can see that the animation for the first shot is played correctly and entirely, but the animations for next ones get played just for a few frames,

Here's the code for the animations:

;---------------------------------------------
		;-----------------Bow Anims-------------------
		;--------------------------------------------- 
		AnimationState				=	PASSENGER WEAPONSET_TOGGLE_1
			Animation				=	grabbed
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_GBDA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		
		; --- stunned anims
		AnimationState				=	FREEFALL WEAPONSET_TOGGLE_1
			Animation				=	free fall
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_FLYA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		
		AnimationState				=	STUNNED_FLAILING WEAPONSET_TOGGLE_1
			Animation				=	JustDie
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				= DYING BURNINGDEATH
			Animation
				AnimationName		= RURohrm_SKL.RURohrm_DIEA
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
			ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
		End

		; This is the no-spawn-horse type of death
		AnimationState				=	DYING SPLATTED WEAPONSET_TOGGLE_1
			Animation				=	splatted
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_LNDA
				AnimationMode		=	ONCE
				AnimationBlendTime  =   2
			End
			FXEvent	= Frame:2 Name:FX_HorseBodyGroundHit_SEE ;FX_SplatDust
		End

		AnimationState				= DYING AFLAME WEAPONSET_TOGGLE_1
			Animation
				AnimationName		= RURhrmArch_SKL.RURhrmArch_DIEA
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
			ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
		End

		AnimationState				=	DYING WEAPONSET_TOGGLE_1
			Animation				=	JustDie
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_DIEA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
			Animation				=	StandUp
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		
		AnimationState				=	STUNNED WEAPONSET_TOGGLE_1
			Animation				=	Land
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_LNDA
				AnimationMode		=	ONCE
			End
		End
				
		; Shooting whilst moving - 4 versions, one for each side.
		;---------------------------------------------------------------------------------------------------------
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKF
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
				Distance			= 240
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKH
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
				Distance			= 240
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKJ
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
				Distance			= 240
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKD
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
				Distance			= 240
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		;---------------------------------------------------------------------------------------------------------
				
;;======= BACKING UP
		
		AnimationState					= MOVING BACKING_UP WEAPONSET_TOGGLE_1
			Animation					= BACKING UP
				AnimationName			= RURhrmArch_SKL.RURhrmArch_BAKA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1
			Animation					=	TurnLeft
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TNL1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					=	MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1
			Animation					=	TurnRight
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TNR1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					= MOVING WANDER WEAPONSET_TOGGLE_1
			Animation					= WLKA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_WLKA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	MOVING TURN_LEFT WEAPONSET_TOGGLE_1
			Animation					=	TurnLeft
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TRNL
				AnimationMode			=	LOOP
			End
		End

		AnimationState					=	MOVING TURN_RIGHT WEAPONSET_TOGGLE_1
			Animation					=	TurnRight
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TRNR
				AnimationMode			=	LOOP
			End
		End

		AnimationState					= MOVING ENGAGED WEAPONSET_TOGGLE_1
			Animation					= Moving_Engaged
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNC
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End
		
;		AnimationState					= MOVING WALKING WEAPONSET_TOGGLE_1
;			Animation					= Walk1
;				AnimationName			= RURhrmArch_SKL.RURhrmArch_WLKB
;				AnimationMode			= LOOP
;				Distance				= 25
;			End
;		End
	
		AnimationState					=	MOVING ACCELERATE WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ACCL
				AnimationMode			=	LOOP
			End
			Flags						=	RANDOMSTART
		End
		
		AnimationState					=	DECELERATE WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_DECL
				AnimationMode			=	LOOP
				AnimationSpeedFactorRange = 0.55 0.55
			End
			Flags						=	RANDOMSTART
		End

		AnimationState					=	MOVING WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_RUNA
				AnimationMode			=	LOOP
				Distance				=   40
			End
			Flags						=	RANDOMSTART
		End

		; Shooting with Fire Upgrade - 4 versions, one for each side.
		;---------------------------------------------------------------------------------------------------------
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKL
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKN
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKP
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKB
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		;---------------------------------------------------------------------------------------------------------

		; Shooting - 4 versions, one for each side.
		;---------------------------------------------------------------------------------------------------------
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKL
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKN
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKP
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKB
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		;---------------------------------------------------------------------------------------------------------

		AnimationState					=	BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1
			Animation					=	BetweenFiringShots
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			=	LOOP
				AnimationBlendTime		=   15
			End
		End

;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR		
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1
			Animation					= TerrorFromTheSky
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNB
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					= MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 
			Animation					= TerrorFromTheSky
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNB
				AnimationMode			= LOOP
			End
		End
		
;;======= APPREHENSIVE

		AnimationState					=	EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1
			Animation					=	Apprehensive
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_APPA
				AnimationMode			=	LOOP	;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID WEAPONSET_TOGGLE_1
			Animation					= FERA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_FERA
				AnimationMode			= LOOP
			End 
		;	Animation					= FERB
		;		AnimationName			= RURhrmArch_SKL.RURhrmArch_FERB
		;		AnimationMode			= LOOP
		;	End
		End

;;======= CELEBRATING
		
		; This is what happens when Theo gives his rousing speech
		AnimationState					=	EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
			Animation					=	CheerA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRA
				AnimationMode			=	ONCE
			End
			Animation					=	CheerB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRB
				AnimationMode			=	ONCE
			End
			Animation					=	CheerD
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRD
				AnimationMode			=	ONCE
			End
			Animation					=	Salute
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_SLTA
				AnimationMode			=	ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= TAUNTING
			
		AnimationState					= EMOTION_TAUNTING WEAPONSET_TOGGLE_1
			Animation					= Taunting
				AnimationName			= RURhrmArch_SKL.RURhrmArch_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= RURhrmArch_SKL.RURhrmArch_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING
			
		AnimationState					= EMOTION_POINTING WEAPONSET_TOGGLE_1
			Animation					= Pointing1
				AnimationName			= RURhrmArch_SKL.RURhrmArch_PNTA
				AnimationMode			= LOOP
			End
		End
		
;;======== ALERT

		AnimationState					= EMOTION_ALERT WEAPONSET_TOGGLE_1
			Animation					= IDLA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	ATTACKING WEAPONSET_TOGGLE_1
			Animation					=	Reloading
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			=	LOOP
			End
		End				
		

		; Swapping to bow -----		
		AnimationState					= SWAPPING_TO_WEAPONSET_1	WEAPONSET_TOGGLE_1	; note - needs to go above any WEAPONSET_TOGGLE_1.
			StateName					= State_PuttingSpearAway
			Animation
				AnimationName			= RURohrm_SKL.RURohrm_WPNB		; putting spear away.
				AnimationMode			= ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.5 0.7						; Needs to match one second.
			End
			Flags						= START_FRAME_LAST
		End
				
		AnimationState					=	RAISING_FLAG WEAPONSET_TOGGLE_1
			Animation					=	CheerA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRB
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerD
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRD
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	Salute
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_SLTA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

;;-------------------- SELECTED ---------------------------------------------------------------

		AnimationState					= SELECTED WEAPONSET_TOGGLE_1
			StateName					= State_Selected
			SimilarRestart				= Yes
			Animation					= AtAttention
				AnimationName			= RURhrmArch_SKL.RURhrmArch_ATNB
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then
					CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1")
				elseif Prev == "State_PuttingSpearAway" then
					CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1")
				end
			EndScript	
		End
		
		; Swapping to lance -----		
		AnimationState					= SWAPPING_TO_WEAPONSET_1
			StateName					= State_PuttingBowAway
			Animation
				AnimationName			= RURhrmArch_SKL.RURhrmArch_WPNA		; putting bow away.
				AnimationMode			= ONCE ;Modified by Sûlherokhh (was ONCE) considered ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.5 0.6								; Needs to match one second, approx.
			End
			; Flags						= START_FRAME_LAST
		End

		; Idle
		AnimationState					=	WEAPONSET_TOGGLE_1
			StateName					=	Idle
			Animation					=	IDLB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLB
				AnimationMode			=	LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "State_Selected" then
					CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1")
				elseif Prev == "State_PuttingSpearAway" then
					CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1")
				end
			EndScript
		End
		
		TransitionState					=	TRANS_Idle_to_SelectedWEAPONSET1
			Animation					=	ATNA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATNA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		TransitionState					=	TRANS_SpearAway_To_SelectedWEAPONSET1	; get bow out
			Animation					=	ATNA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_WPNA
				AnimationMode			=	ONCE_BACKWARDS
			End
			Flags						= START_FRAME_LAST
		End
		
		TransitionState					=	TRANS_Selected_to_IdleWEAPONSET1
			Animation					=	ATNC
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATNA
				AnimationMode			=	ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Flags						= START_FRAME_LAST
		End
		
		TransitionState					=	TRANS_SpearAway_To_IdleWEAPONSET1		; get bow out
			Animation
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_WPNA
				AnimationMode			=	ONCE_BACKWARDS
			End
			Flags						= START_FRAME_LAST
		End

		;--------------------------------------------- END BOW ANIMS 
		
		;-----------------------------------------
		;-------------------- LANCE ANIMS --------
		;-----------------------------------------
		IdleAnimationState
			StateName				=	Idle
			Animation				=	IdleB
				AnimationName		=	RURohrm_SKL.RURohrm_IDLB
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "State_Selected" then
					CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") ;end
				
				elseif Prev == "State_PuttingBowAway" then
					CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle")
				end
				; ------
			EndScript
		End
				
		AnimationState				=	PASSENGER
			Animation				=	grabbed
				AnimationName		=	RURohrm_SKL.RURohrm_GBDA
				AnimationMode		=	LOOP
			End
		End
		
		; --- stunned anims
		AnimationState				=	FREEFALL 
			Animation				=	free fall
				AnimationName		=	RURohrm_SKL.RURohrm_FLYB
				AnimationMode		=	LOOP
				AnimationBlendTime	=	10
			End
		End
		
		AnimationState				=	STUNNED_FLAILING 
			Animation				=	JustDie
				AnimationName		=	RURohrm_SKL.RURohrm_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				= DYING BURNINGDEATH
			Animation
				AnimationName		= RURohrm_SKL.RURohrm_DIEA
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
			ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
		End

		; This is the no-spawn-horse type of death
		AnimationState				=	DYING DEATH_1 SPLATTED
			Animation				=	splatted
				AnimationName		=	RURohrm_SKL.RURohrm_LNDA
				AnimationMode		=	ONCE
				AnimationBlendTime  =   2
			End
			FXEvent	= Frame:2 Name:FX_SplatDust
		End
		
		AnimationState				=	DYING AFLAME 
			Animation				=	JustDie
				AnimationName		=	RURohrm_SKL.RURohrm_DIEA
				AnimationMode		=	ONCE
			End
			ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
		End
		
		AnimationState				=	DYING DEATH_1 
			Animation				=	JustDie
				AnimationName		=	RURohrm_SKL.RURohrm_DIEA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	DYING DEATH_2 
			Animation				=	FadeOut
				AnimationName		=	RURohrm_SKL.RURohrm_IDLB
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				= BURNINGDEATH
			Animation
				AnimationName		= RURohrm_SKL.RURohrm_MFDA
				AnimationMode		= LOOP
				Distance			= 90
			End
			ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = B_SPINE1 FireSmall FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
			ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
		End
		
		AnimationState				=	STUNNED_STANDING_UP
			Animation				=	StandUp
				AnimationName		=	RURohrm_SKL.RURohrm_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		
		AnimationState				=	STUNNED
			Animation				=	Land
				AnimationName		=	RURohrm_SKL.RURohrm_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState						= PARALYZED
			Animation
				AnimationName				= RURohrm_SKL.RURohrm_IDLB
				
				AnimationMode				= LOOP
			End
		End

		
				
		AnimationState        = MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation           = TrotAndFire
				AnimationName       = RURohrm_SKL.RURohrm_ATRB
				AnimationMode       = LOOP
				Distance			= 70; 35
			End
			Flags               = RANDOMSTART
		End

;;======= BACKING UP
		
		AnimationState					= MOVING BACKING_UP
			Animation					= BACKING UP
				AnimationName			= RURohrm_SKL.RURohrm_BAKA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	TURN_LEFT_HIGH_SPEED
			Animation					=	TurnLeft
				AnimationName			=	RURohrm_SKL.RURohrm_TNL1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					=	TURN_RIGHT_HIGH_SPEED
			Animation					=	TurnRight
				AnimationName			=	RURohrm_SKL.RURohrm_TNR1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					= MOVING WANDER
			Animation					= WLKA
				AnimationName			= RURohrm_SKL.RURohrm_WLKA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	MOVING TURN_LEFT 
			Animation					=	TurnLeft
				AnimationName			=	RURohrm_SKL.RURohrm_TRNL
				AnimationMode			=	LOOP
			End
		End

		AnimationState					=	MOVING TURN_RIGHT 
			Animation					=	TurnRight
				AnimationName			=	RURohrm_SKL.RURohrm_TRNR
				AnimationMode			=	LOOP
			End
		End

		AnimationState					= MOVING ENGAGED
			Animation					= Moving_Engaged
				AnimationName			= RURohrm_SKL.RURohrm_RUNC
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End
		
;		AnimationState					= MOVING WALKING
;			Animation					= Walk1
;				AnimationName			= RURohrm_SKL.RURohrm_WLKB
;				AnimationMode			= LOOP
;				Distance				= 25
;			End
;		End

		AnimationState					= MOVING ACCELERATE
			Animation					= Accelerate
				AnimationName			= RURohrm_SKL.RURohrm_ACCL
				AnimationMode			= ONCE ; was LOOP
			End
		End

		AnimationState					= DECELERATE
			Animation					= Decelerate
				AnimationName			= RURohrm_SKL.RURohrm_DECL
				AnimationMode			= ONCE
				AnimationSpeedFactorRange = 0.55 0.55
			End
		End
			
		AnimationState					=	MOVING
			Animation					=	RunA
				AnimationName			=	RURohrm_SKL.RURohrm_RUNA
				AnimationMode			=	LOOP
				Distance				=   40
			End
			Flags						=	RANDOMSTART
		End


		;---------------------------------------------------------------------------------------------------------

		; Standard attack with spear.
		AnimationState					=	FIRING_OR_PREATTACK_A
			Animation					=	AttackA1
				AnimationName			=	RURohrm_SKL.RURohrm_ATKA
				AnimationMode			=	ONCE
			End
		End
		;---------------------------------------------------------------------------------------------------------
		

;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR		
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			Animation					= TerrorFromTheSky
				AnimationName			= RURohrm_SKL.RURohrm_RUNB
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					= MOVING EMOTION_TERROR
			Animation					= TerrorFromTheSky
				AnimationName			= RURohrm_SKL.RURohrm_RUNB
				AnimationMode			= LOOP
			End
		End
		
;;======= APPREHENSIVE

		AnimationState					=	EMOTION_ALERT EMOTION_AFRAID
			Animation					=	Apprehensive
				AnimationName			=	RURohrm_SKL.RURohrm_APPA
				AnimationMode			=	LOOP	;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID
			Animation					= FERA
				AnimationName			= RURohrm_SKL.RURohrm_FERA
				AnimationMode			= LOOP
			End
			;Animation					= FERB
			;	AnimationName			= RURohrm_SKL.RURohrm_FERB
			;	AnimationMode			= LOOP
			;End
		End

;;======= CELEBRATING
		
		AnimationState					=	EMOTION_CELEBRATING
			Animation					=	CheerA
				AnimationName			=	RURohrm_SKL.RURohrm_CHRA
				AnimationMode			=	ONCE
			End
			Animation					=	CheerB
				AnimationName			=	RURohrm_SKL.RURohrm_CHRB
				AnimationMode			=	ONCE
			End
			Animation					=	CheerC
				AnimationName			=	RURohrm_SKL.RURohrm_CHRC
				AnimationMode			=	ONCE
			End
			Animation					=	CheerD
				AnimationName			=	RURohrm_SKL.RURohrm_CHRD
				AnimationMode			=	ONCE
			End
			Animation					=	Salute
				AnimationName			=	RURohrm_SKL.RURohrm_SLTA
				AnimationMode			=	ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= TAUNTING
			
		AnimationState					= EMOTION_TAUNTING
			Animation					= Taunting
				AnimationName			= RURohrm_SKL.RURohrm_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= RURohrm_SKL.RURohrm_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING
			
		AnimationState					= EMOTION_POINTING
			Animation					= Pointing1
				AnimationName			= RURohrm_SKL.RURohrm_PNTA
				AnimationMode			= LOOP
			End
		End
		
;;======== ALERT

		AnimationState					= EMOTION_ALERT
			Animation					= IDLA
				AnimationName			= RURohrm_SKL.RURohrm_IDLA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	RAISING_FLAG
			Animation					=	CheerA
				AnimationName			=	RURohrm_SKL.RURohrm_CHRA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerB
				AnimationName			=	RURohrm_SKL.RURohrm_CHRB
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerC
				AnimationName			=	RURohrm_SKL.RURohrm_CHRC
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerD
				AnimationName			=	RURohrm_SKL.RURohrm_CHRD
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	Salute
				AnimationName			=	RURohrm_SKL.RURohrm_SLTA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;-------------------- SELECTED ---------------------------------------------------------------
				
		AnimationState					= SELECTED
			StateName					= State_Selected
			SimilarRestart				= Yes
			Animation					= AtAttention
				AnimationName			= RURohrm_SKL.RURohrm_IDLA	
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then 
					CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") ;end 
				
				elseif Prev == "State_PuttingBowAway" then 
					CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected")
				end
				; ------
			EndScript
		End
		
		
		TransitionState					=	TRANS_Idle_to_Selected
			Animation					=	ATNA
				AnimationName			=	RURohrm_SKL.RURohrm_ATNA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.6 1.0
			End
		End
		
		
		TransitionState					=	TRANS_BowAway_To_Selected
			Animation
				AnimationName			=	RURohrm_SKL.RURohrm_WPNB
				AnimationMode			=	ONCE
			End
		End
		; --------
		
		TransitionState					=	TRANS_Selected_to_Idle
			Animation					=	ATNC
				AnimationName			=	RURohrm_SKL.RURohrm_ATNA
				AnimationMode			=	ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.6 1.0
			End
			Flags						= START_FRAME_LAST
		End
		
		
	End
	
	Draw = W3DScriptedModelDraw DustEffects
	    DefaultModelConditionState
	      Model = None
	    End
	    IdleAnimationState
	    End
	    AnimationState = MOVING WADING
			ParticleSysBone = None FootstepSlash
	    End
	    AnimationState = MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    End
	    AnimationState = MOVING DECELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    End
	    AnimationState = MOVING
	    End
	End

Edited by _mclovin, 19 March 2014 - 09:06 AM.


#5 Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 19 March 2014 - 07:38 PM

Well if you have not changed the anims, and they are the same as the ones the Rohirrim have, then maybe your weapon when the unit is in that state, is different to the one from the rohirrim?


Ridder Geel

#6 _mclovin

_mclovin
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Posted 19 March 2014 - 08:47 PM

Yes, I created a new weapon based on elven bow...I need them to be able to upgrade to silverthorn arrows.

I thought that a model couldn't influence an animation if the skeleton was the same...



#7 Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 20 March 2014 - 10:21 PM   Best Answer

A new weapon eh?

Did you copy the weapon timing code from the rohirrim? If not, that might be your problem :p (preattackdelay and such)


Ridder Geel

#8 _mclovin

_mclovin
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Posted 21 March 2014 - 10:28 AM

It works perfectly, thank you!!!






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