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Changing weapon-type of attack animations


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#1
Kesaru

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In a mod of mine I have Arcane Warriors using Sword and Shield attacks with what is supposed to be a sword in the main hand and an empty offhand.
I tried taking the easy route by adding an invisible shield to the offhand while Combat Magic is active, but there are some issues with that (such as the offhand not getting removed along with Combat Magic if you die or shapeshift etc).
I would have liked to simply unequip whatever may be in the offhand and block manipulation of equipment while Combat Magic was active, but the problem is that the Sword and Shield animations do not work without a shield. Even if you remove the requirement in ABI_base you will be able to activate the ability, but the animation still refuses to play and the effects do not take place.

So here's my question, does anyone know how I can make those animations usable with just a one-handed sword and no shield?

#2
Nattfodd

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Do you want to perform the shield animations that is used in normal combat mechanichs or those associated to shield's talents?


#3
Kesaru

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The one's associated with talents, such as Overpower.
The Sword and Shield Deathblow/Parry/Auto-Attack animations already play with a single sword equipped if that's what you meant.

Modifié par Kesaru, 08 avril 2010 - 04:34 .


#4
Nattfodd

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I'm currently working with combat or ambient animations; it seems that a creature, can perform the animations grouped in blendtrees defined in APR_base (all columns named *TREE), talents and spells anims included.



I don't know if is it possible to solve your problem with scripting, but i know that is possible to modify these "blendtrees".



So you have to indentify the tree that groups one-hand welding anims, then you can add to it the anim associated with the talent Overpower.

The blendtrees can be downloaded from this project and can be modified with the toolset.

If you need some assistance i can teach you how those trees works with game engine.

#5
Kesaru

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Ah.. I can't follow this at all. Thanks for the help, but I think I'll just use a couple attacks that don't require a shield. :lol:

#6
Lord Thing

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I worked around this issue in my Arcane Warrior - Plus mod by having a modal spell which added/removed the 'shield' from your character's off-hand when activating/de-activating it. It worked quite nicely in the end. I have source code up for it if you're interested (link should be in my sig).

#7
Kesaru

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Lord Thing wrote...

I worked around this issue in my Arcane Warrior - Plus mod by having a modal spell which added/removed the 'shield' from your character's off-hand when activating/de-activating it. It worked quite nicely in the end. I have source code up for it if you're interested (link should be in my sig).

Thanks for the help, but I mentioned in my original post that I'd already tried that but found problems with it.
If you want to know, the one's I'd discovered were that the item will not get removed if you die with it on (apparently not even scripts can manipulate the items equipped to a corpse, and the code for deactivating a modal upon death must occur after the character registers as full-blown dead, rather than just before), shapeshifting will cause the same issue as dying for some reason, the character will play the animation for unsheathing or sheathing the shield that cannot be seen, and the character will parry with their arm where the shield should be.

The method I've settled on is just using attack animations that require only a single weapon and no shield (Below the Belt, Assault, Deadly Strike etc), having them require a certain modal ability to be active which in turn requires the single weapon to be equipped (Combat Magic), and having that modal ability unequip anything you may have in the offhand slot before locking your equipment while active.

Modifié par Kesaru, 15 avril 2010 - 06:03 .