Author Topic: Custom feat and animation  (Read 378 times)

Legacy_Epitaffio

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Custom feat and animation
« on: July 11, 2011, 12:50:53 pm »


               Hi all,

i'm adding some custom feats to my pw but i have an issue, when a pc activate the feats, the engine will play the "activate animation"... it's the same when you use an item with a power (the pc move his hands in front of him).

It's a mess if the feat is something for the battle, like a special attack or something similar. I've alredy tried with all the combination in the 2da feats, but no result  : (

Any hints?
               
               

               
            

Legacy_Failed.Bard

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Custom feat and animation
« Reply #1 on: July 11, 2011, 01:35:44 pm »


               Set the feat to instant in the 2da.  Put a "0" in the ReqAction row of it, the same as the player and DM tools are set.
 If it's a combat feat, link it to a spell that uses "attack" in the CastAnim row.  That will play the attack animation when it triggers then, though I think it triggers the animation before the script runs, so that's not as effective for melee feats as missile ones.
               
               

               
            

Legacy_OldMansBeard

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Custom feat and animation
« Reply #2 on: July 11, 2011, 01:36:11 pm »


               There is a column in feat.2da called "SPELLID" which cross-refers to entries in spells.2da. Then, in spells.2da there is a column called "CastAnim" with entries like "out", "up", "area" and so on. These reference the corresponding animations "castout", "castup", "castarea" and so on, in the a_ba_casts.mdl supermodel.

I guess you just need to change the CastAnim entries for the spells that your custom feats trigger. You could try making them "****" if you don't want any animations at all.

Hope this helps

(sorry - I hadn't seen the previous reply when I typed this)
               
               

               


                     Modifié par OldMansBeard, 11 juillet 2011 - 12:37 .
                     
                  


            

Legacy_Failed.Bard

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Custom feat and animation
« Reply #3 on: July 11, 2011, 01:42:30 pm »


               

OldMansBeard wrote...

...
(sorry - I hadn't seen the previous reply when I typed this)


  We were putting them in at the same time.  I didn't know what file the animations referenced, though, so I learned something useful off your post, as well as I'm sure the OP will.
               
               

               
            

Legacy_Epitaffio

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Custom feat and animation
« Reply #4 on: July 11, 2011, 02:23:49 pm »


               Alredy tried the OldMansBeard hint, but with no success. Maybe it's my error, i will try it again later..

Need to try the failed.bard one.


Thanks guys!
               
               

               
            

Legacy_Khuzadrepa

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Custom feat and animation
« Reply #5 on: July 11, 2011, 02:30:15 pm »


               

Failed.Bard wrote...
 Set the feat to instant in the 2da.  Put a "0" in the ReqAction row of it, the same as the player and DM tools are set.

This will work. If you want the attack animation to run, I suggest doing so in the scripted part.

Also, be aware that this feat will be very easy to spam without having an animation attached to it, so you may want to implement some kind of a cool down period in the code, as well.