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mugivara95
Member Since 16 Jun 2019Offline Last Active Jun 20 2020 12:35 AM
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Add new unit on campaign
30 June 2019 - 07:38 PM
Lorien Warrior for BFME1
29 June 2019 - 07:29 AM
Hi
Transferred Lorien warrior from BFME2 to BFTE1. Faced with the problem of animation. Although all the animations with the model and the skeleton (from eulorwar_atka to eulorwar_wlka) transferred and created a new asset.dat. Here is the animation code:
;;================== ANIMATIONS =================================================================
; ------ Flying ------- ;
AnimationState = PASSENGER
StateName = STATE_Grabbed
Animation = Sword
AnimationName = EULorWar_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.24 0.24
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Bow
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING DEATH_1 SPLATTED
StateName = STATE_Dead
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
; ------ Dying ------- ;
AnimationState = DYING DEATH_1
Animation = Sword1
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = EULorWar_IDLG
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation = Sword
AnimationName = EULorWar_GTPA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
AnimationState = STUNNED
StateName = STATE_Land
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
;;======== TERROR
AnimationState = MOVING EMOTION_TERROR
StateName = Moving_Sword
Animation = Terror
AnimationName = EULorWar_RUNE
AnimationMode = LOOP
End
End
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = EULorWar_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = EULorWar_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = EULorWar_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Sword
AnimationName = EULorWar_BAKA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
; ------------ Moving ------------- ;
AnimationState = MOVING ATTACKING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
; -------- Alert ------- ;
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Sword
Animation
AnimationName = EULorWar_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = ENGAGED
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID
;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
;;====== TAUNTING
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_TNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
End
;;====== POINTING
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_PNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_PNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = RAISING_FLAG
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; ------ Selected ------ ;
AnimationState = SELECTED
StateName = STATE_Selected
Animation
AnimationName = EULorWar_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Selected" and Prev ~= "TRANS_IdleToSelected" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
EndScript
End
TransitionState = TRANS_IdleToSelected
Animation
AnimationName = EULorWar_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
TransitionState = TRANS_SelectedToIdle
Animation
AnimationName = EULorWar_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
; --------- Hit Reactions ---------- ;
; AnimationState = HIT_REACTION HIT_LEVEL_1
; StateName = Bored_Sword
; Animation = Hit_Level_1_a
; AnimationName = EULorWar_HITA
; AnimationMode = ONCE
; End
; End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = Idle_Sword1
AnimationName = EULorWar_IDLB
AnimationMode = ONCE
End
Animation = Idle_Sword2
AnimationName = EULorWar_IDLC
AnimationMode = ONCE
End
Animation = Idle_Sword3
AnimationName = EULorWar_IDLD
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = EULorWar_IDLE
AnimationMode = ONCE
AnimationPriority = 20
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
EndScript
End
End
Removed only the animation of paralysis and burning with BFME2, these:
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = EULorWar_MFDA
AnimationMode = LOOP
Distance = 130
End
End
AnimationState = PARALYZED
Animation
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
But what happened:
Без імені.png 650.56KB 11 downloads
Campaign Changes
16 June 2019 - 04:24 PM
I want to do that in the campaign of good in the battle for Helm's Deep, elves appear with fire arrows. Need to edit the "map good helms deep.map", or just "map.ini"? And what exactly to edit?
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