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Animation Hit Events


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#1
Lord Thing

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I've been looking at adding some new spells to the arcane warrior class based on EthrenDiak's request, but have been having some troubles with animations.

The spell I've been working is called Fade Blow where you attack with your main hand then your off-hand, knocking the target back if the second attack hits.  There are a couple of possible candidates for animations here, there's shield pummel, which hits one main-hand then two off-hand, and riposte, which hits one off-hand then one main-hand.  The problem is, these animations don't run unless you have a shield or off-hand weapon equipped, respectively.

So I then thought I might try just finding a simple sword attack animation followed by the code casting a hidden ability to get the second part of the animation and effect.  The problem is, however, that the sword attack I chose (attk v6) doesn't seem to have a hit event associated with it (ie, the animation runs, but the EVENT_TYPE_SPELLSCRIPT_IMPACT never fires), and when I attached an event to it by duplicating it then using the event editor, I found that I couldn't then reference the new .ani in the Anim_ M2da to even test whether that had worked or not, as it seems to use a different source for it's animations (inside the mesh files according to the wiki)

Does anyone know a way around this?  I've been tearing my hair out all day trying to figure this one out.


EDIT:  I also had the idea of combining different animations as I wanted using the animation worksheet, but then you have the problems of being unable to attach events to it, and even if you could, still being unable to reference it properly in the ANIM_ M2da

Modifié par Lord Thing, 15 décembre 2009 - 01:34 .


#2
Nattfodd

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Have you solved this problem?

#3
0x30A88

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It's been 10 months since the OP was posted, surely the problem is solved, or perhaps the project is abandoned.

#4
Lord Thing

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Unfortunately in the end I had to work around the problem rather than fix it.

Basically what I did was make it that certain spells could only be cast when a certain modal ability was active, and then made that modal ability give the player the item required to play the animation.

The end result can be seen in my Arcane Warrior: Plus mod (on the BSN or on DANexus (slightly more up to date))

#5
Nattfodd

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Gisle Aune wrote...

It's been 10 months since the OP was posted, surely the problem is solved, or perhaps the project is abandoned.


Some things are hard to tear apart.