Daraan on 10/5/2016 at 14:40
I would like to add the choice of swapping the sword with a dagger with the CoSaS animations. (actually the other way) - Did ne
It was written that this would work if both use different Tags. With NVNewWeapon I can add Motions->Actor Tag List to it.
I just don't know how to exactly I have to write them in there.
But before that. Will that really be possible? Or are used tags hardcoded within the sword script?
I tried crawl though the source files to at least figure out a bit:eww:. the sword script uses functions from weapscpt.cpp
From there I got to these both files which contain Motion Tag Stuff
DRKSWD_.C contains/Sets SwordsSkills and motion Tags as in PlayerSword.mos
DRKSWD.CPP which contain stuff about MotionTags and the actual StartWeaponAttack. The Direction Tag is added in there, and some stuff about SkillIDs and swing types which are also in the other drkswd(_).h(c) file.
But still I'm not certain enough to make an actual conclusion.
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I still got an idea that I want to try but still want to get this post out so you can tell me. Nah that's impossible or sure that's easy just do this and that.:rolleyes:
Ryan Smith on 10/5/2016 at 15:47
Must be possible if the Sword and the Blackjack have distinct motions. It's also possible to have more than one motion per direction of swing.
Daraan on 10/5/2016 at 18:29
Okay in the end it was really kinda easy.
Copied the .mos, add global NewTag to it and ingame with NVWeaponMeta - ActorClassTag: NewTag
Quote:
It's also possible to have more than one motion per direction of swing.
Yes. Read about that in the thread of yours:thumb::thumb:
Made a nice variation between slashes and stabs.
Was playing around a lot and got some interesting results when using high numbers for these two numbers nobody understands, which fit a dagger weapon pretty nicely.
motion rtflat11 0 4000 moves the sword a little to the fight and fast cut movement to left shoulder, bit curly
motion leftswing 0 3000 makes the swing shorter, like a fast cut out of the wrist
motion dagstab 0 5000 using this as highwind motion turns the hand slowly downwards. Looks pretty cool. But the urghh sound doesn't fit there :D
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it seems that a few settings are swapping over to the normal animations as well.
Ryan Smith on 13/5/2016 at 21:04
How does Thief detect which direction to swing at an enemy from?