Cześć, mam takie pytanie, jak zrobić nową umiejętność walki tarczą?
Znalazłem takiego MDS'a
Spoiler
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// HUMAN OVERLAY TARCZA_LVL2_01
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("HuS")
{
MeshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH)
aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// 1H - WEAPON READY
ani ("t_Run_2_1h" 1 "s_1h" 0.1 0.0 M. "Hum_1hSDrawT2.asc" F 1 2)
ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 3 3)
ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.1 M. "Hum_1hSDrawT2.asc" F 4 14)
{
*eventTag (7 "DEF_FIGHTMODE" "1H")
//*eventSwapMesh (7 "ZS_SHIELD" "ZS_LEFTARM")
*eventTag (7 "DEF_DRAWSOUND")
}
ani ("t_1hRun_2_1h" 1 "s_1h" 0.1 0.0 M. "Hum_1hSDrawT2.asc" R 4 14)
{
*eventTag (7 "DEF_FIGHTMODE" "")
//*eventSwapMesh (7 "ZS_LEFTARM" "ZS_SHIELD")
*eventTag (12 "DEF_UNDRAWSOUND")
}
aniAlias ("t_1h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_1h" R)
///////////////////////
// 1H MOVEMENT
///////////////////////
// 1h-RUN
ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_1hAmbientT2.asc" F 0 119 FPS:10)
ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.1 0.0 M. "Hum_1hRunT2.asc" F 1 11)
ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT2.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hRunT2.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2)
// 1h-Run Backwards Movement
ani ("t_1hJumpB" 1 "s_1hRun" 0.1 0.2 M. "Hum_1hParadeJumpT2.asc" F 1 14)
// 1h-WALK
aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.1 0.1 MI "s_1hRun" F)
ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 1 18)
{
*eventSFXGrnd (15 "Run")
}
ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2)
// 1h-Walk Backwards Movement
aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "t_1hWalkL_2_1hWalk" R)
aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R)
aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "t_1hWalk_2_1hWalkL" R)
aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2)
{
*eventSFXGrnd (22 "Run")
}
///////////////////////
// 1H TURNING
///////////////////////
ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.2 M. "Hum_1hTurnLT2.asc" F 0 24)
{
*eventSFXGrnd (8 "Turn")
*eventSFXGrnd (16 "Turn")
*eventSFXGrnd (23 "Turn")
}
ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.2 M. "Hum_1hTurnRT2.asc" F 0 24)
{
*eventSFXGrnd (5 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (19 "Turn")
}
aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.2 M. "t_1hRunTurnL" F)
aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.2 M. "t_1hRunTurnR" F)
///////////////////////
// 1H STRAFING
///////////////////////
ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.1 M. "Hum_1hStrafeLT2_M02.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT2_M02.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_1hWalkStrafeL" 1 "t_1hWalkStrafeL" 0.1 0.1 M. "t_1hRunStrafeL" F)
aniAlias ("t_1hWalkStrafeR" 1 "t_1hWalkStrafeR" 0.1 0.1 M. "t_1hRunStrafeR" F)
///////////////////////
// 1H TRANSITIONS
///////////////////////
// Movement-Modes
aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2)
aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2)
ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak.asc" F 25 30)
aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R)
aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2)
aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2)
///////////////////////
// 1H SWORD FIGHTING
///////////////////////
ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.2 M. "Hum_1hAttackComboT2_M05.asc" F 1 140)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4 37 74 110")
*eventTag (0 "DEF_HIT_END" "34 69 104 139")
*eventTag (0 "DEF_WINDOW" "12 36 47 71 82 106 117 139")
// *eventTag (0 "DEF_DIR" "ORLR")
*eventSFX (4 "Whoosh" EMPTY_SLOT )
*eventSFX (74 "WHOOSH" EMPTY_SLOT )
}
// Auf Höhen schlagen
// ani ("c_1hAttack_1" 1 "" 0.0 0.0 . "Hum_1hAttackUpT2.asc" F 0 19)
// ani ("c_1hAttack_2" 1 "" 0.0 0.0 . "Hum_1hAttackMidT2.asc" F 0 19)
// ani ("c_1hAttack_3" 1 "" 0.0 0.0 . "Hum_1hAttackDnT2.asc" F 0 19)
// aniComb ("t_1hAttackC" 1 "" 0.0 0.0 M. "c_1hAttack_" 3)
// {
// *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
// *eventTag (0 "DEF_OPT_FRAME" "8")
// }
// Drehschläge L/R
ani ("t_1hAttackL" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 1 25)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "10 24")
*eventSFX (4 "Whoosh" EMPTY_SLOT )
}
ani ("t_1hAttackR" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 26 50)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "10 24")
*eventSFX (24 "Whoosh" EMPTY_SLOT )
}
ani ("t_1hAttackMove" 2 "" 0.1 0.1 M. "SH_RunHit.ASC" F 0 12)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventSFX (4 "Whoosh" EMPTY_SLOT)
}
// Parade
ani ("t_1hParade_O" 1 "" 0.0 0.0 M. "HUM_1HPARADET2SH_M01.asc" F 1 29)
{
*eventTag (0 "DEF_WINDOW" "1 27")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParade_0" 1 "" 0.1 0.0 M. "HUM_1HPARADET2SH_M01.ASC" F 0 15)
{
*eventTag (0 "DEF_WINDOW" "1 14")
}
aniAlias ("t_1hParade_0_A2" 1 "" 0.0 0.0 M. "t_1hParade_0" F)
aniAlias ("t_1hParade_0_A3" 1 "" 0.0 0.0 M. "t_1hParade_0" F)
ani ("t_1hSFinish" 1 "" 0.1 0.1 M. "SH_Finish.ASC" F 0 80)
{
*eventSFX (25 "FIG_SwordFinal" EMPTY_SLOT)
}
ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT2.asc" F 1 14)
//////////////////////
// RANDOM ANIS
//////////////////////
ani ("t_1hRandom_01" 2 "" 0.1 0.1 M. "Hum_1hRandomT2.asc" F 1 49)
ani ("t_1hRandom_02" 2 "" 0.1 0.1 M. "Hum_1hRandomT2.asc" F 51 99)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
}
}
PS.Nie jestem zielony w moddingu...
Tylko jest taki problem... Nie mam tych animacji w ASC...
Post połączony: 2016-04-07, 12:05
Mam już MDS'a i wszystko działa tylko jak dodałem
Do Melee_Weapons skrypt tarczy
Spoiler
/********************************************************************************/
INSTANCE Paladin_Shield_Addon (C_Item)
{
name = "Tarcza Paladyna";
mainflag = ITEM_KAT_NF;
flags = ITEM_Shield;
material = MAT_METAL;
protection [PROT_EDGE] = 35;
protection [PROT_BLUNT] = 30;
protection [PROT_POINT] = 30;
protection [PROT_FIRE] = 15;
protection [PROT_MAGIC] = 10;
value = 3000;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 75;
visual = "shield_paladin.3DS";// tutaj musisz zrobić własny 3ds w programie graficznym
description = name;
TEXT[0] ="Wymagana siła 90 oraz walka tarczą";
TEXT[1] = NAME_Prot_Edge;
COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point;
COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire;
COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic;
COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
To mam error że flags jest nieprawidłowe
jaka rada? Gdzie dać skrypt? A może stworzyć Shields.d i tam dać? Czekam na odp XD