Fix: Attack Animation
The attack animation of the squirrel and the rat are not working properly.
packages/models/cdmir/squirrel: could not find animation attack 1
packages/models/cdmir/squirrel: could not find animation attack 2
packages/models/cdmir/squirrel: could not find animation attack 3
packages/models/cdmir/squirrel: could not find animation attack 4
packages/models/cdmir/squirrel: could not find animation attack 5
packages/models/cdmir/rat: could not find animation attack 1
packages/models/cdmir/rat: could not find animation attack 2
packages/models/cdmir/rat: could not find animation attack 3
packages/models/cdmir/rat: could not find animation attack 4
Comments (7)
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reporter Yes, I think something is different to the old Cube 2 engine here. For Cube 2 the animations would be implemented correctly. We're still using a version of June from the new engine Lamiae, I'll see if it's fixed in the newest version.
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reporter P.S.: The attack animation looks really good! Very natural!
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reporter Ok so it is not fixed in the new version of the engine. Hm, will forward the problem to Hirato.
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I briefly looked at the source code of Lamiae. Probably the problem is that the attack animation 1-9 was not defined.
// rpggame.h static const char * const animnames[] = { "mapmodel", "trigger", "dead", "dying", "idle", "forward", "backward", "left", "right", "crouch", "crouch forward", "crouch backward", "crouch left", "crouch right", "pain", "jump", "sink", "swim", "crouch jump", "crouch sink", "crouch swim", "edit", "lag", "block", "melee hold", "melee strike", "melee charge", "melee cooldown", "range hold", "range strike", "range charge", "range cooldown", "cast hold", "cast strike", "cast charge", "cast cooldown", "hud idle", "hud strike", "hud charge", "hud cooldown" };
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reporter Ah, yes! It seems like the commands changed. So for close range melee attacks it is:
"melee hold", "melee strike", "melee charge", "melee cooldown",
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reporter I'm having some glitches with weapons in general, where the weapons have a kickback but no effect. E.g. you create a fireball, but don't see it and only feel the kickback.
After I've some non-glitchy weapon to give to the squirrel, I'll see if the animation is played when you use 'melee strike'. It definitively erases the error warnings.
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I tested all animations. Problem is not in animations, but something else. test attack3