Animation Names
- PaladinHeart
- Strider
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Animation Names
I know that single is generic for many single shot weapons, burst is for burst attacks, swing for clubs, slash for knives, and thrust for spears. But what are the one, two, three, and four animation names for? I know that these are often used for unarmed animations but I am not exactly sure which ones are appropriate for which animations. Has anyone compiled a list of what each one is used for? That would save me some effort when im trying to fix up new turret and monster weapons.
- PaladinHeart
- Strider
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One and Two
Well One and Two were easy to figure out. Basic punch and kick. and alternate HtH moves for each class are commonly handled with these as well. I guess the Three and Four are for more complex characters such as Robot Barnaky.
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
The field you're refering to is just a text field and as far as I know it doesn't have any affect on the weapon.
If you want to make new mode titles or edit existing ones then look for core\locale\game\weapons there you'll be able to change things. Just keep to the same format and I assume it's case sensitive like everything else in FOT.
If you want to make new mode titles or edit existing ones then look for core\locale\game\weapons there you'll be able to change things. Just keep to the same format and I assume it's case sensitive like everything else in FOT.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
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No no no
No no no you pinhead, ANIMATION names, not display names. Oops, too much replaying FO1 :-)
Display name is just eye candy. Animation name determines whether your creation actually does anything or sits in your hand like a squished grasshopper.
The animation name controls what animation your character uses to attack. For example you can't use the animation name of "one" to attack with a knife because "one" is commonly used for a character's default first attack. Two is for kick, and three and four are for special characters that have more than two inherent attacks.
I also figured out that animation names of "one", "two" etc.. Can not normally have a ranged attack (might be different for specific creatures). A ranged attack for most creatures using their default animation normally results in no damage, regardless of the amount of damage.
Now, if I might make a suggestion to everyone: Open up the editor and look at what you're talking about before you start talking about it. Even if you think you know what you're talking about. If someone contradicts your belief, who are you to say they are wrong if you have not checked it yourself lately?
Display name is just eye candy. Animation name determines whether your creation actually does anything or sits in your hand like a squished grasshopper.
The animation name controls what animation your character uses to attack. For example you can't use the animation name of "one" to attack with a knife because "one" is commonly used for a character's default first attack. Two is for kick, and three and four are for special characters that have more than two inherent attacks.
I also figured out that animation names of "one", "two" etc.. Can not normally have a ranged attack (might be different for specific creatures). A ranged attack for most creatures using their default animation normally results in no damage, regardless of the amount of damage.
Now, if I might make a suggestion to everyone: Open up the editor and look at what you're talking about before you start talking about it. Even if you think you know what you're talking about. If someone contradicts your belief, who are you to say they are wrong if you have not checked it yourself lately?
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Just take a look at the character sprites in Redviewer, you can see what animations each weapon type has.
Can't look at my editor at the moment, had to un-install FOT and a load of other stuff, problems with my Hard Drive, lost all my maps, saved games etc. Having to work from memory until I get things sorted.
Can't look at my editor at the moment, had to un-install FOT and a load of other stuff, problems with my Hard Drive, lost all my maps, saved games etc. Having to work from memory until I get things sorted.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
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- Joined: Sun Feb 02, 2003 5:28 am
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Redviewer
Thanks for the suggestion about Redviewer. That may come in handy when I need to start working on turrets. I tried one recently and it totally screwed up causing severe lag and killing itself.
- requiem_for_a_starfury
- Hero of the Wastes
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- Joined: Tue Oct 29, 2002 11:13 am
Re: Redviewer
How the heck did you manage that?[TBC]-PaladinHeart wrote:Thanks for the suggestion about Redviewer. That may come in handy when I need to start working on turrets. I tried one recently and it totally screwed up causing severe lag and killing itself.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
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Turret
I have no idea. But if you want I can try to reproduce the bugged turret and send you the results.
After hitting 0 HP though the turret never seemed to die. It just continued causing lag. It MIGHT have been because I had it positioned on top of a car.
After hitting 0 HP though the turret never seemed to die. It just continued causing lag. It MIGHT have been because I had it positioned on top of a car.
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Re: Turret
That shouldn't make a difference, I've put turrets on top of things before and they work fine, and in one of the special/random encounters there's a map with turrets on top of some brick emplacements.[TBC]-PaladinHeart wrote:I have no idea. But if you want I can try to reproduce the bugged turret and send you the results.
After hitting 0 HP though the turret never seemed to die. It just continued causing lag. It MIGHT have been because I had it positioned on top of a car.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- PaladinHeart
- Strider
- Posts: 747
- Joined: Sun Feb 02, 2003 5:28 am
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Curious
Curious. But I figured out that they use animation name of 3. I got a turret to work fine without any problems this time. If I run into the same problem again I'll let you know. I think I must have deleted the old entities.