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Daggers?
Posted by
Avocados
on 04 Apr, 2016 12:09
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Has anyone had any luck getting the daggers unittype to work? They equip them fine and it even uses the right idle animation if you set it for DAGGERS in their L and R handslots, but the character refuses to attack with them equipped. I tried given them swords as a "sub" unittype but that didn't solve the problem :/ Any idea?
Also books
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#1 Reply
Posted by
Haxley
on 04 Apr, 2016 12:14
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You will have to edit the player model DAT folder and add faux attack models for dagger. The animations do not fire because the dagger animations were not finished nor properly implemented. That's why the idles exist but the attack animations, sans a handful of DW animations, do not. No matter what, they will not fire. You will have to add in the animation strings in the dat file, and then use the Alt Animation in the player dat to point to something that DOES exist.
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#2 Reply
Posted by
Avocados
on 04 Apr, 2016 13:28
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Do you mean like in the .animation file? I dont know what dat file this is. And would I just name them dagger1.skeleton, dagger2.skeleton, etc? How does the game know to use them for daggers?
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#3 Reply
Posted by
Phanjam
on 05 Apr, 2016 03:38
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You'd have to clone an existing animation .SKELETON file and rename its internal NAME to your new dagger animation name.
Renaming it internally is done with the OGREXMLConverter tool that comes with the OGRE toolset (I've got a DL link around here somewhere / will look for it when I get home). The animation NAME section is near the bottom of the file.
Once renamed, you re-convert it back to .SKELETON using the same tool.
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#4 Reply
Posted by
Wolven
on 05 Apr, 2016 05:23
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#5 Reply
Posted by
DeeZire
on 05 Apr, 2016 13:40
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Using that tutorial above you could butcher the Bandit dagger anims and use those for player characters, IIRC Chthon posted somewhere that the skeletons for the human players and Bandits were very very similar. I think the dagger unit type was only ever intended for those Bandit units, for players it would hard to meaningfully differentiate advantages between daggers and fist weapons (some of the fist weapons look to me to have been intended to be daggers actually).
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#6 Reply
Posted by
Avocados
on 05 Apr, 2016 17:54
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Cool! Got it working guys thank you!!
And as far as differentiation goes, I'm thinking daggers are slightly slower, slightly higher damage than fists/claws, and get something like 50 or 100% bonus critical damage. Since I'm moving execute chance from focus to dex, fists will be about equally helped dps-wise by strength and dexterity (good for brutes, brawlers, and barbarians flavor-wise), but dagger dps would be increased much more by dex, to increase crit chance and take advantage of their innate crit damage bonus (good for the agile, subtle, stabby types, flavor-wise).
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#7 Reply
Posted by
Avocados
on 06 Apr, 2016 06:12
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on the same note, anyone had luck with the "thrown" category? Or know what the animation names should be for those (if anything works at all)? Rthrow1? Rthrown1?
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#8 Reply
Posted by
Phanjam
on 06 Apr, 2016 09:20
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You're wanting to be able to throw the daggers? I know there aren't any throw type "standard attack" animations, probably because there are no standard throwing weapons.
But you can put in the throwing ability as part of a skill, in which case you could just use any of the "SPECIAL_THROW..." animations. You'd need to make a "thrown dagger" missile, but that should be a piece of cake for you
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#9 Reply
Posted by
Avocados
on 06 Apr, 2016 11:17
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In the game there's an unused unittypes "THROWN", kinda like the daggers, except there's absolutely NO weapons that use it. To make daggers usable, all I needed was to make sure the player had animations named "Ldag1","Rdag3", etc. I don't know what the animations need to be named to make this "thrown" unittype work - if its even possible.
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#10 Reply
Posted by
Wolven
on 06 Apr, 2016 12:37
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Take a look at the Berserker Storm Hatchet skill. It has both the animation and the projectile you need to make a Throw Dagger skill.
Also have a look at this mod:
http://forums.runicgames.com/viewtopic.php?f=48&t=53478The Synergies mod also contain throwing weapons. So have a look at that too.
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#11 Reply
Posted by
Avocados
on 06 Apr, 2016 15:24
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Hmm, both of those are "cheating" in that they're using the 1HAXE, 1HSword, etc. Unittypes. And I don't mean a skill, but rather an actual weapon's default attack. I'm trying to use the actual "THROWN" unittype in the game. There's one here, but nothing seems to use it at the moment. I'm wondering if there's a way to make that actual UNITTYPE usable as a new unittype on its own, much like how it can be done for DAGGERS unittype.
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#12 Reply
Posted by
Avocados
on 06 Apr, 2016 15:50
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hmm very strange - just tested it and apparently there's no new animations needed! They seem to default to the Rslash and Lslash animations just fine! And a missile (like wands) or a skill (like rifles, but use a skill like storm hatchet instead) can be added to complete the functionality! I wonder why those other mods did not utilize this?
EDIT: Since no in-game items utilize this type, it seems to be essentially a free unit type to do whatever with, as you can make the animations whatever you want in the player animation replacer, and use the translation trick to have the game call them whatever you want. This could be used to add TL1 Rifles, or anything you'd want, really. I think.
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#13 Reply
Posted by
Phanjam
on 06 Apr, 2016 22:09
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Thats very much worth a shot. It actually bothers me that my rifles are still called shotgonnes in game! Is there a tut for the translation trick somewhere? Tho id only have time for this sfter ive finished TL1CP
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#14 Reply
Posted by
Avocados
on 07 Apr, 2016 14:49
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I couldn't find a tut, but it's super easy, don't worry! You basically just create a new language, and you can "translate" certain things to whatever. I've attached a quick example. Its simply a TRANSLATIONS folder you'd drop directly into a media folder in a mod. You can look through it to see how it works, but its pretty straight forward - it just makes a new language called "MODDED" that simply "translates" only "Unique" to "Very Rare" and "Shotgonnes" to "Rifles". Like I said, looking through the files will make it very clear, it's basically two very small dat files. So if in game you change the language to "MODDED", it will change only those two terms. I haven't figure out how to make it the default language though, so you do have to manually change the language to "MODDED" in game once.
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