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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 02-24-2005, 09:33 PM   #1 (permalink)
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Default Moving+Attacking Animation

I have been able to get all my animations to work, except for one, the Moving + Attacking Animation. I know its not a problem with the animation itself - it works fine in other animation states - but it has to be the code. I've tried tweaking things, but it doesn't want to play it. Is this code right?

Code:
		AnimationState        = MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation           = RunAndFire
				AnimationName       = EUGilgalad_SKL.EUGilgalad_ATRA
				AnimationMode       = LOOP
			End
			Flags               = RANDOMSTART  
		End
Do I have to use FIRING_OR_PREATTACK_A for the attacking animation, because ATTACKING works fine but it doesn't seem to matter since when I tried both the moving + attacking anim still didn't work.
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Old 02-25-2005, 02:07 PM   #2 (permalink)
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I think the condition state needs to be 'MOVING ATTACKING' and you also need CanFireWhileMoving = Yes set on the weapon entry in Weapon.INI.
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Old 02-25-2005, 02:43 PM   #3 (permalink)
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I wish we could use this to get the Rohirrim Horse Archer moving and firing.. the animations are all there..
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Old 02-26-2005, 07:47 PM   #4 (permalink)
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Well, no archers in the game are able to fire and move at the same time so I'm not sure about doing that, if you think about it I don't see how that would work logistically.

Anyway, I have the condition state as MOVING ATTACKING now, but the line in the weapon.ini didn't get the effect I want and it still didn't work so i took it out.

When my model "chases" its target it just runs along looping its moving animation like normal and kills its target (no moving+attacking animation).
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Old 02-27-2005, 05:14 AM   #5 (permalink)
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Quote:
Originally Posted by Gondolin";p=&quot View Post
Well, no archers in the game are able to fire and move at the same time so I'm not sure about doing that, if you think about it I don't see how that would work logistically.
The Rohan Archers (in the films) are pretty much always moving when firing. Think back to the Two Towers when they kill the group of Uruk-hai that have captured Merry and Pippin. You see the Rohan archer with his bow taught, ready to fire, ride pass an uruk-hai, turn to look behind him and then shoot. Legolas frequently fires and moves (coming down the steps at Helms Deep, most of the time at Minas Tirith), it's actually quite a common thing in that time period of fighting.
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Old 02-27-2005, 02:31 PM   #6 (permalink)
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I have a feeling the reason Rohirrim archers wont move and fire has somthing to do with the same reason people have been menting that tank turret logic doesn't work. Although the moving and firing animations are all there... it's somthing to do with turrets...
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Old 02-27-2005, 06:49 PM   #7 (permalink)
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Well, yes, I know where you're coming from in visualization (I do remember the ambush by the eaves of fangorn scene). And of course the Turks were experts at this art I think. I'm saying, how would this work in the game, I mean, would you click on your target and then ride towards it while firing? Or would you click to the side and have them auto-target while moving to that location? The game control system doesn't seem very adept at allowing something like this.

Anyway, I still haven't figured it out for my melee unit animation, weird, but I'll try different things I guess. Any more ideas?
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Old 02-28-2005, 01:10 PM   #8 (permalink)
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Well judging by the INI code it would have behaved in the same way tanks do in C&C. Order it to move and it'll fire while doing so.
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Old 03-05-2005, 08:20 PM   #9 (permalink)
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try "moving fireing_or_preattack_a"

the best system in the game would be to tell the archers to move and thay auto fire at enemies in range
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Old 03-05-2005, 08:30 PM   #10 (permalink)
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hmm it seems i have made the rohirrim archers turn to shoot targets behind them without realising i had...
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