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How to achieve slow motion as the deathblows do?


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#1
FergusM

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So, I want to be able to trigger the slow motion effect that the Ogre/Dragon deathblows use. I'm fairly certain that it's something I can't touch with the scripting system, but I thought I'd ask just in case. I'd be open to incredibly hack solutions like spawning an ogre off screen somewhere and having him die in slow motion (though I'd like a way to disable the sound from that if possible).

Failing that, is there a way to ensure that an Ogre can ONLY be killed by a slow motion deathblow? Is there a way to make him play the slow motion death reaction even if killed by ranged attack?

Modifié par FergusM, 16 mai 2010 - 08:38 .


#2
Kilrogg_

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There is a 'Game Speed' event type in the animation event editor, but I don't really know how to use it. That should allow you to do the slow motion effect on any animation you want.



http://social.biowar...end_tree_editor




#3
FergusM

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Interesting, I didn't think of trying things outside scripting.

I tried adding a game speed event (or any event, actually) to an existing animation (mh_c.bw_fire, in this case, the bow firing animation), and did a save/post to local while in the single player module. However, the animation doesn't change in game.

I'm not sure anyone knows how to use the animation blend tree editor. :P

EDIT: The mh_c.bw_fire.evt file shows up in my core override directory, but it doesn't seem to apply in game.

EDIT: Okay, if I change the existing game speed events on mh_c.cr_dblw_ogre_atk, that DOES show up in game. But adding one to the bow firing animation does not. I'm just right clicking on the timeline and adding a game speed event, is there anything else I need to do?

By the way, when testing if I could change the Ogre deathblow, I found out that you can change the gamespeed either way, so if you've ever wanted that Benny Hill mod...killing an ogre at x10 is pretty funny.

Modifié par FergusM, 16 mai 2010 - 10:33 .


#4
Kilrogg_

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Did you see the game speed change in the editor for the ogre deathblow? I tried viewing and changing that same animation and despite the game speed events in the timeline it didnt slow down in the editor.

#5
FergusM

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The editor does not change, it does not even slow down for the Ogre animation as it is unmodified.



However, in game the Ogre animation definitely changed the game speed. I've tried throwing game speed events on bow firing, some dual weapon talents, the 'charge up' spell cast animation and so far none of them have changed the in-game speed.

#6
FergusM

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Okay, so adding game speed events alone definitely does not work, I've tried it on a whole bunch of animations including monster animations.

The interesting thing is that deleting all the game speed events from the ogre deathblow and then adding my own one (at a different point on the timeline) still works.

Also, deleting the 'Play Custom Sound' events from the deathblow animation works, but adding my own (just adding random sounds like an ox dying or the audio from a cutscene) to the animation does not work; the sound plays in the toolset but not in game.

So, does anyone know how to actually properly edit these animations in the event editor?

Alternatively, any way of having an NPC underground get a killing blow on an ogre and cause a slowdown?

Modifié par FergusM, 17 mai 2010 - 12:17 .