Morozz,
А можно сделать каву как слонов чтобы и ездовое животное атаковало и всадник? Это подошло бы например медведям влокам и ящерам.
Можно помоему, но тогда у всадников отберется второе оружие, да и вообще, если давать моунтам атаку, то всем. Темболее чтобы скелет лошади мог атаковать, нужно переименовывать кости (именно чтобы удары механикой просчитывались), ведь именно по тому что сквиги на коняшьих скелетах, лни делают пару атак и успокаиваются.
Педлагаю расписать процесс внедрения аним ации и дать мне задание по новой анимации. 8)
Давай попробуем, возьми все коняшьи анимации, которые используются в игре, а именно:
anim default data/animations/fs_horse/fs_horse_Default.CAS
;;basic horse locomotion
anim stand_a_idle data/animations/fs_horse/fs_horse_stand_a_idle.cas -fr
anim stand_a_to_walk data/animations/fs_horse/fs_horse_stand_a_to_walk.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_to_walk.evt
anim stand_a_to_run data/animations/fs_horse/fs_horse_stand_a_to_run.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_to_run.evt
anim stand_a_to_charge data/animations/fs_horse/fs_horse_stand_a_to_run.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_to_run.evt
anim stand_a_turn_90_cw_1 data/animations/fs_horse/fs_horse_stand_a_turn_90_cw_1.cas -mintd:10 -maxtd:115 -evt:data/animations/fs_horse/fs_horse_stand_a_turn_90_cw_1.evt
anim stand_a_turn_90_cw_2 data/animations/fs_horse/fs_horse_stand_a_turn_90_cw_1.cas -mintd:10 -maxtd:115 -evt:data/animations/fs_horse/fs_horse_stand_a_turn_90_cw_1.evt
anim stand_a_turn_90_ccw_1 data/animations/fs_horse/fs_horse_stand_a_turn_90_ccw_1.cas -mintd:10 -maxtd:115 -evt:data/animations/fs_horse/fs_horse_stand_a_turn_90_ccw_1.evt
anim stand_a_turn_90_ccw_2 data/animations/fs_horse/fs_horse_stand_a_turn_90_ccw_1.cas -mintd:10 -maxtd:115 -evt:data/animations/fs_horse/fs_horse_stand_a_turn_90_ccw_1.evt
anim stand_a_hf_idle_1 data/animations/fs_horse/fs_horse_stand_a_hf_idle_1.cas -fr
anim stand_a_hf_idle_2 data/animations/fs_horse/fs_horse_stand_a_hf_idle_2.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_hf_idle_2.evt
anim stand_a_hf_idle_3 data/animations/fs_horse/fs_horse_stand_a_hf_idle_3.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_hf_idle_3.evt
anim stand_a_lf_idle_1 data/animations/fs_horse/fs_horse_stand_a_lf_idle_1.cas -fr -evt:data/animations/fs_horse/fs_horse_stand_a_lf_idle_1.evt
anim shuffle_forward data/animations/fs_horse/fs_horse_shuffle_forward.cas -fr -evt:data/animations/fs_horse/fs_horse_shuffle_forward.evt
anim shuffle_backward data/animations/fs_horse/fs_horse_shuffle_backward.cas -fr -evt:data/animations/fs_horse/fs_horse_shuffle_backward.evt
anim shuffle_left data/animations/fs_horse/fs_horse_shuffle_left.cas -fr -evt:data/animations/fs_horse/fs_horse_shuffle_left.evt
anim shuffle_right data/animations/fs_horse/fs_horse_shuffle_right.cas -fr -evt:data/animations/fs_horse/fs_horse_shuffle_right.evt
anim walk data/animations/fs_horse/fs_horse_walk.cas -fr -evt:data/animations/fs_horse/fs_horse_walk.evt
anim walk_to_run data/animations/fs_horse/fs_horse_walk_to_run.cas -fr -evt:data/animations/fs_horse/fs_horse_walk_to_run.evt
anim walk_to_stand_a data/animations/fs_horse/fs_horse_walk_to_stand_a.cas -fr -evt:data/animations/fs_horse/fs_horse_walk_to_stand_a.evt
anim run data/animations/fs_horse/fs_horse_run.cas -fr -evt:data/animations/fs_horse/fs_horse_run.evt
anim run_to_walk data/animations/fs_horse/fs_horse_run_to_walk.cas -fr -evt:data/animations/fs_horse/fs_horse_run_to_walk.evt
anim run_to_stand_a data/animations/fs_horse/fs_horse_run_to_stand_a.cas -fr -evt:data/animations/fs_horse/fs_horse_run_to_stand_a.evt
anim run_to_charge data/animations/fs_horse/fs_horse_run_to_charge.cas -fr -evt:data/animations/fs_horse/fs_horse_run_to_charge.evt
anim charge data/animations/fs_horse/fs_horse_charge.cas -fr -evt:data/animations/fs_horse/fs_horse_charge.evt
anim jump data/animations/fs_horse/fs_horse_jump.cas -fr -evt:data/animations/fs_horse/fs_horse_jump.evt
anim refuse data/animations/fs_horse/fs_horse_refuse.cas -fr -evt:data/animations/fs_horse/fs_horse_refuse.evt
anim attack_mid_centre_1 data/animations/fs_horse/fs_horse_attack_mid_centre_1.cas -fr -evt:data/animations/fs_horse/fs_horse_attack_mid_centre_1.evt
anim die_forward_1 data/animations/fs_horse/fs_horse_die_forward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_forward_1.evt
anim die_backward_1 data/animations/fs_horse/fs_horse_die_backward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_1.evt
anim die_forward_2 data/animations/fs_horse/fs_horse_die_forward_2.cas -fr -evt:data/animations/fs_horse/fs_horse_die_forward_2.evt
anim die_backward_2 data/animations/fs_horse/fs_horse_die_backward_2.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_2.evt
anim die_to_back_right_1 data/animations/fs_horse/fs_horse_die_backward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_1.evt
anim die_to_back_right_2 data/animations/fs_horse/fs_horse_die_backward_2.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_2.evt
anim die_to_back_left_1 data/animations/fs_horse/fs_horse_die_backward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_1.evt
anim die_to_back_left_2 data/animations/fs_horse/fs_horse_die_backward_2.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_2.evt
anim die_falling_cycle data/animations/fs_horse/fs_horse_die_backward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_1.evt
anim die_falling_end data/animations/fs_horse/fs_horse_die_backward_1.cas -fr -evt:data/animations/fs_horse/fs_horse_die_backward_1.evt
anim die_refusing data/animations/fs_horse/fs_horse_die_refusing.cas -fr -evt:data/animations/fs_horse/fs_horse_die_refusing.evt
anim die_galloping data/animations/fs_horse/fs_horse_die_galloping.cas -fr -evt:data/animations/fs_horse/fs_horse_die_galloping.evt
И сделай такое дело.
Переименуй пару костей. Поменяй местами названия bone_H_Saddle и bone_Neck. Будем делать с тобой кентавров )))
Жду вопросов по этому заданию.
ЗЫ Ты сам напросился, я сам откладывал это дело, только потому что нудное и механическое )))))
Те в момент удара?
Да
Isilendil,
Разберусь.