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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 03-19-2005, 04:54 PM   #21 (permalink)
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select and link tool.Of course you will need to export the new sleleton
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Old 03-20-2005, 04:33 PM   #22 (permalink)
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Thanks. That helped!

Another silly quesion. I've just created a new archer animation. However in the normal archer animations, the arrow is invisible to a certain point... how exactly can I acheive this?
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Old 03-20-2005, 05:29 PM   #23 (permalink)
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animate the arrow below the ground, or use hide sub-object in the conditionstates(assuming its the same as gen)
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Old 03-24-2005, 03:25 PM   #24 (permalink)
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Arg.. sorry for being a total newbie fool.. where can I find conditionstates?
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Old 03-24-2005, 04:26 PM   #25 (permalink)
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In the unit code
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Old 03-24-2005, 04:44 PM   #26 (permalink)
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Hmm.. in that case I'm not sure its the condition states.... the INI files don't affect W3D viewer at all do they?
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Old 03-25-2005, 12:39 AM   #27 (permalink)
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No they don't look at Gimli, he's got small axe and large axe, depending on if he throws it or swings it. It hides it accordingly.
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Old 03-25-2005, 08:30 AM   #28 (permalink)
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It's somthing to do with the animation... keyframing a hide object or somthing...

arg..
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Old 03-25-2005, 05:25 PM   #29 (permalink)
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If we use Gimli as an example:

By default his throwing axe is hidden. It remains hidden while running the moving, attacking, idle, death, blah blah blah animations. The ConditionState for his special attack "Throw Axe" causes him to unhide his throwing axe, hide his melee axe, and run the throwing animation. Afterward he reverts back to his appropriate animation runs which hides and unhides the objects again.

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Old 03-25-2005, 06:02 PM   #30 (permalink)
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So I have to make a new INI to get an animation working? Hmm... odd.. I wasn't aware W3Dviewer actually checked the INI's... it works fine without them... and the archer animation still plays correctly with the arrow being invisible until pulled from the quiver despite the fact the bone is in the same place all the time, and then vanishing once again in the last frame..
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