The 3rd Age

BFME+

BFME+

A mod that intends to bring back the fun to BFME1

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

Become an affiliate!

   

Quick Lists

Top Rated Popular New Updated Last Comments Users

Register and log in to move these advertisements down

Horde Blademaster / Deadeye / Knifefighter

Avatar of JUS_SAURON

JUS_SAURON

Category: Code
Level: Beginner
Created: Saturday July 31, 2010 - 6:02
Updated: Friday August 27, 2010 - 19:27
Views: 6128
Summary: giving hordes Hero Mode weapons

Rating

Staff says

3.5

Members say

4.7

Average

4.2/5.0

5 votes

Page 1 2 3 4 5 6 7 8 9
The Animations and Fx's :

Without this bit the unit would have activated the power but stand still even if attacking
i.e no visual attacking animations ..
This will enable the new power to give an Fx on the unit when in use
and will allow for Attacking Animations for the Power .
It is basically a duplication of the normal Attacking anims and ModelConditionState
but now named properly so that the new 'Weapon B' can have a animation code base

              
Code


//================ MODELS =================================================================
        DefaultModelConditionState
            Model                            = GUMAArms_SKN
            Skeleton                        = GUMAArms_SKL
        End


ModelConditionState = WEAPONLOCK_SECONDARY
            Model                            = GUMAArms_SKN
            Skeleton                        = GUMAArms_SKL            
ParticleSysBone = BAT_HEAD Slayer FollowBone:Yes
        End



This is new ModelConditionState = WEAPONLOCK_SECONDARY is added under the Default one

It gives a red Slayer Glow like Legolas KnifeFighter



//============ AMIMATIONS =================================================================
And the Animations code :
I have named the seperate anims [1] , [2]
It goes ABOVE the original and is an EXACT DUPLICATE of the original
but with the addition of FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY etc ...
              
Code

;;;; MOVING and Attacking :

AnimationState = MOVING FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY ;[1]
            ShareAnimation        = Yes
            Animation = RunAndFire
                AnimationName = GUManMocap_ATRA
                AnimationMode = LOOP
            End
            Flags = RANDOMSTART
        End

        AnimationState = MOVING FIRING_OR_PREATTACK_A ;[original]
            ShareAnimation        = Yes
            Animation = RunAndFire
                AnimationName = GUManMocap_ATRA
                AnimationMode = LOOP
            End
            Flags = RANDOMSTART
        End

;;;; ATTACKING :

AnimationState                        = FIRING_OR_PREATTACK_B WEAPONLOCK_SECONDARY ;[2]
            Animation                        = ATA1
                AnimationName                = GUManMocap_ATKA
                AnimationMode                = ONCE
                UseWeaponTiming                = Yes
            End
            //ParticleSysBone                = None MeleeDust
        End
        AnimationState                        = FIRING_OR_PREATTACK_A ;[original]
            Animation                        = ATA1
                AnimationName                = GUManMocap_ATKA
                AnimationMode                = ONCE
                UseWeaponTiming                = Yes
            End
            //ParticleSysBone                = None MeleeDust
        End


NB : do not just add this as seen here ,
look at the original attacking anims and add the new codes only ABOVE the original blocks

Comments

Display order: Newest first

BouncyKnight - Wednesday April 26, 2017 - 15:50

Thank you sir! This is a really helpful and working way on how to toggle secondary weapon!

Rob38 (Team Chamber Member) - Friday August 27, 2010 - 18:59

Nice solid tutorial.

Lauri (Team Chamber Member) - Saturday July 31, 2010 - 15:25

It's just as in the forums..
without the two * just enter [*code]All code in here[*/code]

And what I meant by explaining is that you didn't really explain what different things did.. Like, why do you have to have this code here, or this here, stuff like that

JUS_SAURON - Saturday July 31, 2010 - 9:11

Sorry , Its my very First Tutorial ..
Not sure how to use the Codebox in this page setup
I will try to explain and redo

Lauri (Team Chamber Member) - Saturday July 31, 2010 - 9:02

You don't explain much, only show the code..
And if possible could you update it to use the

              
Code
code wrappings?

Spartan184 - Saturday July 31, 2010 - 8:28

Very good tutorial.

Go to top

 

"One site to rule them all, one site to find them,
one site to host them all, and on the network bind them."

 
15:30:58