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Finishing moves - animating and coding.


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#1
Ni3siol

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I am not sure if this is right forum to post on, but well.
Could anyone explain how to open existing finishers files( I couldn't find them anywhere) and add new (I think I will be able to handle animation)? I could also use tip how to script these to appear in game actually when added, what weapon they are reserved for, etc. If anyone could help, thanks

whoops, actually ment to post it in general toolset forums

Modifié par Ni3siol, 27 novembre 2009 - 05:57 .


#2
ChewyGumball

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You currently can not import new animations into the toolset if that is what you are trying to do.

#3
Ni3siol

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Thanks. I just have thought, where is the option to open existing, and maybe animate new in the toolset itself? and how to change probability of strike appearance?

#4
ChewyGumball

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The only animations I believe you can make with the editor are facial ones for voice overs, and I am not even sure you can do that. Opening existing animations wouldn't be much help as they are just data and have nothing in them related to how they are used. You would have to look at 2das if you want to change anything about when and which animations are played.

#5
Ni3siol

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Thanks again, checked all of 2da's but only have found normal meele animations like backstab, miss, hit, etc. will look further. By the way, i've got another question: Is it possible to modify Tactics? like I would like to create a mod that allows you to type percentage of required hp/mana/stamina instead of choosing from 10, 25, 70, 90. etc

#6
Ni3siol

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bump


#7
TimelordDC

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You could try searching the creature scripts for the following event - EVENT_TYPE_DYING and see if there is any custom code for certain creatures (like orgres, dragons).

This event is fired when a unit receives the killing blow. Check here -> http://social.biowar...VENT_TYPE_DYING