Modderecke > Coding
Radagasts Coding-Fragen-Thread
Ealendril der Dunkle:
--- Code: --- DefaultModelConditionState
Model = DBBeorninger
End
ModelConditionState = MOUNTED
Model = DBBear_SKN
Skeleton = IUWarg_SKL
WeaponLaunchBone = PRIMARY B_JAWW
End
; -------------- STUNNED ANIMS ----------------
AnimationState = PASSENGER MOUNTED
Animation = Grabbed
AnimationName = IUWarg_GBDA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = IUWarg_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = DYING BURNINGDEATH MOUNTED
Animation
AnimationName = IUWarg_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = IUWarg_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = IUWarg_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING MOUNTED
Animation = JustDie
AnimationName = IUWarg_DIEA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = IUWarg_MFDA
AnimationMode = LOOP
Distance = 50
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = IUWarg_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = IUWarg_GTPA
AnimationMode = ONCE
End
End
; -------------- MOVING ANIMS ---------------
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = MTurnLeft
AnimationName = IUWarg_TNL1
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = MTurnRight
AnimationName = IUWarg_TNR1
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT MOUNTED
Animation = TurnRight
AnimationName = IUWarg_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = TURN_RIGHT MOUNTED
Animation = TurnRight
AnimationName = IUWarg_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = IUWarg_ACCL
AnimationMode = ONCE
End
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = IUWarg_DECL
AnimationMode = ONCE
End
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = IUWarg_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = IUWarg_RUNA
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
; ----------- ATTACKING ANIMS --------------
AnimationState = BETWEEN_FIRING_SHOTS_A MOUNTED
Animation = BetweenFiringShots
AnimationName = IUWarg_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA3
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
AnimationState = ATTACKING MOUNTED
Animation = AttackA3
AnimationName = IUWarg_ATKA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
; ----------- WAR CHANT ANIMS -------------
AnimationState = WAR_CHANT MOUNTED
Animation = Chant
AnimationName = IUWarg_TNTA
AnimationMode = LOOP
End
End
; ----------- EMOTION ANIMS ---------------
AnimationState = EMOTION_TAUNTING MOUNTED
Animation = TNTA
AnimationName = IUWarg_TNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation = CHRA
AnimationName = IUWarg_CHRA
AnimationMode = ONCE
End
End
; ----------- IDLE ANIMS ---------------
AnimationState = EMOTION_ALERT MOUNTED
StateName = STATE_Ready
Animation = ALERT
AnimationName = IUWarg_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end
EndScript
End
; ----------- SELECTED ANIMS --------------
AnimationState = SELECTED MOUNTED
SimilarRestart = Yes
Animation = AtAttention
AnimationName = IUWarg_ATNB
AnimationMode = LOOP
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end
EndScript
End
AnimationState = MOUNTED
Animation = IDLB
AnimationName = IUWarg_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 20
End
Animation = IDLD
AnimationName = IUWarg_IDLD
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 10
End
Animation = IDLC
AnimationName = IUWarg_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
StateName = Idle
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
EndScript
End
;------------ TRANSITION ANIMS ----------------
TransitionState = Selected_to_Idle
Animation = ATNE
AnimationName = IUWarg_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End
TransitionState = Idle_to_Selected
Animation = ATND
AnimationName = IUWarg_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = IUWarg_ATKA
AnimationMode = ONCE
End
;FXEvent = Frame:10 Name:FX_FearBlast
End
AnimationState = USER_2
StateName = ATHELAS
Animation = SPCC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = ONCE
End
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
Animation = IDLB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLB 0 15
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLC
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLD
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLD
AnimationMode = ONCE
AnimationPriority = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = Kuhwaldar_SKL.Kuhwaldar_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_DTHA
AnimationMode = ONCE
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.2 1.2
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_POWER_2
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_WEAPON_TWO
Animation
AnimationName = Kuhwaldar_SKL.Kuhwaldar_SPCC
AnimationMode = LOOP
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_WLKA
AnimationMode = LOOP
End
End
; non mo cap
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = Kuhwaldar_SKL.Kuhwaldar_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = MOVE
AnimationName = Kuhwaldar_SKL.Kuhwaldar_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
StateName = Attack
Animation = ATKA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 20
End
Animation = ATKB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNC
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNC
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = Kuhwaldar_SKL.Kuhwaldar_LVLA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
StateName = STATE_ready
Animation = CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = Kuhwaldar_SKL.Kuhwaldar_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = Kuhwaldar_SKL.Kuhwaldar_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = Kuhwaldar_SKL.Kuhwaldar_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = Kuhwaldar_SKL.Kuhwaldar_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = Kuhwaldar_SKL.Kuhwaldar_IDLA
AnimationMode = LOOP ;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = Kuhwaldar_SKL.Kuhwaldar_HITA
AnimationMode = ONCE
End
End
AnimationState = USER_1
StateName = ATHELAS
Animation = ATKP
AnimationName = Kuhwaldar_SPCC
AnimationMode = ONCE
End
End
End
--- Ende Code ---
Ich habe ein eigenes MountedModule für die Beorninger mit zwei verschiedenen Sets erstellt, es ist also möglich sowas zu coden. Ich will jetzt nicht jeden deiner einzelnen Codes durchsehen (man verzeihe es mir^^), vielleicht hilft dir mein Code oben ja aber weiter.
Radagast der Musikalische:
--- Zitat von: Ealendril der Dunkle am 6. Aug 2012, 18:44 ---Ich habe ein eigenes MountedModule für die Beorninger mit zwei verschiedenen Sets erstellt, es ist also möglich sowas zu coden. Ich will jetzt nicht jeden deiner einzelnen Codes durchsehen (man verzeihe es mir^^), vielleicht hilft dir mein Code oben ja aber weiter.
--- Ende Zitat ---
Ja ich verzeihe dir das! :D Leider hat mich das auch nicht wirklich weitergebracht. Sowohl im Mounted, als auch im Dismounted-State findet man alle AnimationStates in gleicher Reihenfolge mit Ausnahme der Deccelerate, Accelerate und Turn-AnimationStates. Auch das Skeleton ist unter ModelCondition angegeben und unter den Animationen nicht. Aber es geht trotzdem nicht.
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