![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() don't touch me.....I might catch somethin' Retired team member Posts: 63 Joined: 11-June 05 ![]() |
Hey there Galactygon. Just wanted to post that I might have found a possible solution for your death animation problem. I will test tonight and post tommorow but I am fairly certain that the unused MDOC,MMAX,and MKURT can actually have a weapon added to their animation and I am almost certain it DOES play the weapon animation upon death...even the twitch. there are some problems (namely having only 3 animation slots for all your animations as well as NO big foot circles)as well as benefits with this method but I will post those when I nail more of it down.
|
|
|
![]() |
![]()
Post
#2
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
I am intrigued.
![]() -Galactygon -------------------- |
|
|
![]()
Post
#3
|
|
![]() don't touch me.....I might catch somethin' Retired team member Posts: 63 Joined: 11-June 05 ![]() |
well...lets see, theres good news and bad news..
![]() the good news is I was right the animations DO play upon death and Twitch the bad news...well theres several. 1) The animations DO NOT use a seperate EAST BAM, in other words the game will mirror the animation. so maybe for todays high end computers(I tested on 1.5 ghz proccessor) this is fine, but I also tested it on my 400mhz machine and the framerate suffered horribly. 2) The animations use a series of angles not present in any of the other IE animations for creatures. so lets take an IWD monster animation...there is a S,SW,W,NW,N,NE,E,and SE a total of 8 seperate animation angles BUT the MAM,KURT, and DOC uses 17! ...so theres S,SSW,SW,SWW,W,NNW,NW,NWW,N,etc.. Its still do-able (by tripling the SW,NW,NE,and SE animations) but relates in some wierd issues...namely the creature facing slightly the wrong way when walking..it looks...well kind of ..off. ![]() 3) There is NO Sleep or Get Up animation...it just plays the death animation upon being put to sleep and then reverses the death animation IN-Game to play the Get up animation....this will probably look wierd if the Death animation uses spilled guts and blood. If your still interested this is the format to create a MMAX,MDOC or KURT MMAXG1 consists of : Walk Stand Combat Stand Down Get Hit Dead Twitch MMAXG2 consists of: Attack 1 Attack 2 Attack 3 Attack 4 (this is for xbows or longbows...one or the other..your choice) Attack 5 (this is used when a throwing dagger,axe,dart is used) Casting of Spell Spell Release and the weapon uses the 2 letter prefix at the end of the animation so if I wanted a short sword I would create the animation the same as above and call it: MMAXG1S1 and MMAXG2S2 respectively. NOTE: Each animation must consist of 9 sequences: 9 (True North) 8 7 6 5 (True West) 4 3 2 1 (True South) |
|
|
![]()
Post
#4
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
I have never thought the Kurt animations might work upon death; I might look into that sometime during the future.
What I am really looking for are ways to give death animations to the IWD slots. But yes, this should solve a couple of problems for a couple of creatures. -Galactygon -------------------- |
|
|
![]()
Post
#5
|
|
Forum Member Posts: 2 Joined: 6-August 05 From: Denmark ![]() |
hmmm just thinkin' out loude here, (I know next to nothing of IEs code and other stuff..
![]() ![]() This post has been edited by Zarion: Aug 6 2005, 03:41 PM |
|
|
![]()
Post
#6
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Yes, I initially thought about that (the angles should theoretically work), but we have a problem with stunned/unconscious/held creatures not setting off the script command when they only reach 1HP.
-Galactygon -------------------- |
|
|
![]()
Post
#7
|
|
Forum Member Posts: 47 Joined: 23-September 05 From: United States of Arrogance ![]() |
You said it would not work for stunned/held creatures, etc... This is just an idea totally out of the blue... but what about a "remove all effects" script or spell on death? Or even on the spell that plays the death animation. Have it remove all effects and then play the death animation. If a complete heal/remove effects is needed, have it do that, but then kill the creature and play the animation. Sorry if this is not clear, but it was just a random though I had when reading this post.
-------------------- Brave Brave Sir Garrick, Sir Garrick led the way... Brave Brave Sir Garrick, Sir Garrick RAN AWAY!
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 6th June 2025 - 05:42 PM |