LarryG on 19/5/2014 at 03:54
I've been unable to find any documentation on the motions used by AIs when casting spells. I've look in Yandros' motion demo (not there) and stepped through all the .mos files I have (not documented as there). Any suggestions?
gigagooga on 19/5/2014 at 05:40
You mean you don't find the normal mech priest magic casting motions?
BH113101
BH113102
they are in hammer.MOS at the bottom
FireMage on 19/5/2014 at 05:44
[Obsolete]The spellcasting is the rangedcombat 0 motion played as default. I have never try to search what was the animation name, but RangedCombat 0 is surely what you may look for in your mos files.
But, it can be an hard-coded thing too! And then, this animation could probably be called by the game without using motiondb, we never know...
Even if I don't trust in the hard-coded hypothesis honestly... More research should be done... [/Obsolete]
You have been faster than me giga! XD
BTW: I'm curious: Why do you want to know such thing? Do you manage to replace them?
LarryG on 19/5/2014 at 14:08
@gigagooga: Thanks. I'll check that out. There should be at least three: right arm spell cast, left arm spell cast, and frontal two handed spell cast.
@FireMage: I just want to do some conversational spell casting.
Edit: @gigagooga: Nope. Those are both bow pulling back motions. Not spell casting.
Edit2: These are what I have found:
RangedCombat 0, CN113001
RangedCombat 0, BH113651
RangedCombat 0, AP113101
But since my AI is a SpellCaster, they all do the same thing as just RangedCombat 0, to wit, they randomly choose a spell casting motion rather than being a specific one. I was hoping to be able to control which motion actually gets used when played in a conversation. Guess not.
Yandros on 19/5/2014 at 15:11
You'd probably have to modify or write a new motion schema and rebuild the database. Just like with sound schemas that randomly pick one from a list of sounds, where you'd have to write a new sound schema to insure it's the one that you want played.
gigagooga on 19/5/2014 at 16:37
Quote Posted by LarryG
Edit: @gigagooga: Nope. Those are both bow pulling back motions. Not spell casting.
They are? I just checked and they turned out to be the right hand and both hands spell casting motions.
Bow pulling back motion is in BipedWithBow.MOS and is called BH313006.
LarryG on 19/5/2014 at 17:37
Well for me they are bow pullback motions. One of us has a modified motions database from the other. I've never rebuilt mine ... have you?
gigagooga on 19/5/2014 at 19:16
CN motion? That's Constantine right? Are you using some bunch of T1 and T2 motions combined? Or only T1?
Constantines motions didn't come with original T2 installation.
The other 2 you mentiond were some player arm motion and bugbest "firing", for me :confused:
LarryG on 19/5/2014 at 20:18
I'm just using Shadowspawn's motions release.
Quote Posted by Yandros
You'd probably have to modify or write a new motion schema and rebuild the database. Just like with sound schemas that randomly pick one from a list of sounds, where you'd have to write a new sound schema to insure it's the one that you want played.
I have no idea how to do that. I don't speak motions.