Kva3imoda[/member] do you think you can make a simple cannon firing animation for her please?Hey PJ.
I renamed attack1 and attack3 to Lfist1 and Rfist1, but neither of those works with fist weapons :(Exactly how it does not work? You do not see your fists or they are rotated incorrect?
Exactly how it does not work? You do not see your fists or they are rotated incorrect?The fist weapons show up fine and they are rotated correctly. But I didn't make any run, idle and die partner-animations. That must be it then! Will try it out tonight - Thanks mucho Kva!
If I remember correctly, there are some nuances. You should have 2 hand tag: left and right. Also, you need Idle and Run animation.
how much work would it be to scale the armor pieces so the Zealot may get some new dress?Making the zealot model wardrobe-able is a LOT of work I'm afraid. There are just so many armor meshes to refit to her frame.
Are there other models/monsters playable? I'd love to use some in my Destiny mod, maybe your Zealot too?No question, you are completely free to use the files I put together for the playable Zealot. Here is the link to the unpacked MEDIA folder...
@Lindous Doudley I looked inside your .MOD file and it looks like you re-wrote each Emberage skill to become a "skill-tag" for your mod. I am trying to figure it all out, but can you give me an "overview" of what is involved for this, so I can proceed a little faster? Thank you!You have to duplicate each skill in your skill tree (proc skills too if it's related to charge functions) that your warbound would be using. I only made each skill into 16 ranks, this is easily done by adding an empty Level 0 above Level 1 in GUTS. Also, every active skills should have a requirement UNIT THEME with WBSKILL01, WBSKILL02, so on so fort. But all and all, they are the same skills still.
BUT if we have the "classless" concept working already, then maybe the class models can be "blank" in terms of skills - they will just "choose/learn" the skills as they progress through the gameYou can always link skills to the BasePlayer file to enable them through classes! thats tested and work just fine. the class file will not overwrite, just fit in additional stuff so any playable model could easily get implemented.
You have to duplicate each skill in your skill tree (proc skills too if it's related to charge functions) that your warbound would be using. I only made each skill into 16 ranks, this is easily done by adding an empty Level 0 above Level 1 in GUTS. Also, every active skills should have a requirement UNIT THEME with WBSKILL01, WBSKILL02, so on so fort. But all and all, they are the same skills still.Thanks again doudley! Sorry I keep asking for guidance without actually trying it myself :P I will have sometime this weekend to try this out on the Zealot ;D
Thanks again doudley! Sorry I keep asking for guidance without actually trying it myself :P I will have sometime this weekend to try this out on the Zealot ;DNo worries! It helped me reassured my steps for my guide :)
Hey mate that tutorial you made is an impressive undertaking. Well done!Oh that means a lot! Thank you Aherin! Sorry Phanjam for being off-topic.
Making the zealot model wardrobe-able is a LOT of work I'm afraid. There are just so many armor meshes to refit to her frame.