Hello guys, I bump this thread since I'am trying to solve that problem again.
I attached a mod file. Can anybody look it and tell me what has been forgotten ?
Hello folks, I'm trying since months to work on actors, and I cannot try alone anymore. I am sure that it is a noob mistake but I post because I've lost too much time on it.
I'm using a WoW model, having 8 attack anims (Attack, Attack 01, Attack 02 ... Attack 07), and I want to play 2 of them only, depending of which weapon is equiped. For now, I'm on the two first ones (Attack and Attack 01), but each time, my actor is playing the whole set from 00 to 07. Worst, sometimes, it doesn't play anything.
Here my actor's events (for those settings, it's playing all the attacks). I want to add others events, because my unit will have to choose his weapon.
WeaponStart.Hands.AttackStart -
AnimBracketStart Attack Attack Zero One
For example, warrior fills his energy bar when he hits his target. If I remember, the thief's one is similar to mana, but regenerates faster. In my project, those differents bars would be affected by different spells (no mana drain on warriors or thiefs, but other spells could burn that energy). Also, their ways of regeneration are different, but I feel this point will be easier to fix with data editor or triggers, at least for me.
Edit: @Zantai: okay, that what I was thinking. I guess I have to look to validators to get some "Feedback" spells working on some targets, like I want.
Hello guys. I would like to add energy bars to my units, such those we can see in WoW (warrior, thief), with different properties. I've conclued, after a research on this forum and a few tests in the editor, that it was not possible to do it with the data editor. Hoping i'm wrong.
Hello.
What I did for my mod: I used one folder for each unit. That means you have to export once each model without texture path to get the textures, then another time with a texture path (exemple: Assets/Units/Orcs/Grunt/) to get the model.
I'm working on items. Then, I've created an item, which gives its owner a weapon. Actually, my hero can pick it, weapon is effective, but for unexpected reasons, it doesn't appears in the slot so I can't even drop or move it :S.
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@ZiggySC: Go
Why don't you use the DDS format ? It's lighter than TGA.
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Solved, I only had to use Generic item type in my item's properties.
Thanks for the tip, bro.
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Hello guys, I bump this thread since I'am trying to solve that problem again. I attached a mod file. Can anybody look it and tell me what has been forgotten ?
Thanks.
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Hello folks, I'm trying since months to work on actors, and I cannot try alone anymore. I am sure that it is a noob mistake but I post because I've lost too much time on it.
I'm using a WoW model, having 8 attack anims (Attack, Attack 01, Attack 02 ... Attack 07), and I want to play 2 of them only, depending of which weapon is equiped. For now, I'm on the two first ones (Attack and Attack 01), but each time, my actor is playing the whole set from 00 to 07. Worst, sometimes, it doesn't play anything.
Here my actor's events (for those settings, it's playing all the attacks). I want to add others events, because my unit will have to choose his weapon.
Thanks for helping, dudes.
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Thanks for your responses, I'll throw an eye to abilities and validators. I'll post there when I work more on that concept.
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For example, warrior fills his energy bar when he hits his target. If I remember, the thief's one is similar to mana, but regenerates faster. In my project, those differents bars would be affected by different spells (no mana drain on warriors or thiefs, but other spells could burn that energy). Also, their ways of regeneration are different, but I feel this point will be easier to fix with data editor or triggers, at least for me.
Edit: @Zantai: okay, that what I was thinking. I guess I have to look to validators to get some "Feedback" spells working on some targets, like I want.
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Hello guys. I would like to add energy bars to my units, such those we can see in WoW (warrior, thief), with different properties. I've conclued, after a research on this forum and a few tests in the editor, that it was not possible to do it with the data editor. Hoping i'm wrong.
Another way to implement it ? Thanks in advance.
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Hello. What I did for my mod: I used one folder for each unit. That means you have to export once each model without texture path to get the textures, then another time with a texture path (exemple: Assets/Units/Orcs/Grunt/) to get the model.
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Hello dudes.
I'm working on items. Then, I've created an item, which gives its owner a weapon. Actually, my hero can pick it, weapon is effective, but for unexpected reasons, it doesn't appears in the slot so I can't even drop or move it :S.
Any idea ? Thanks.
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Hello. I took it from WoW, I don't know why, I think he renders better in WMV than in GE.