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 (preattackdelay and such)
Go to the full postBest 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 (preattackdelay and such)
Go to the full postPosted 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?
Posted 18 March 2014 - 09:23 PM
Paste your animation code (the whole w3d draw code)
Most likely your idle is placed in the wrong way
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
Posted 19 March 2014 - 07:16 AM
Thanks, it seems ok now!!
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.
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?
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...
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 (preattackdelay and such)
Posted 21 March 2014 - 10:28 AM
It works perfectly, thank you!!!
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