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Author Topic: Is it possible to assign a different animation other than run in speeding bullet  (Read 228 times)

Offline Jimaras8

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So, i have an issue that has been bothering me for a while. Is it possible to assign a different animation to speeding bullet instead of the deafault run one?

Offline BentonGrey

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Only with FFEdit, I think.
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Offline Epimethee

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IIRC, Benton is right, and you should go the FFEdit route. There's no scripting hook for doing this in a usable way.
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Offline Jimaras8

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Sadly the FFEDIT doesnt work guys. I tried to assign tumble or run_2 to him and he still uses the default run animation.

Offline BentonGrey

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Hmm...that's odd.  I thought that would work, though I don't know if I ever tried it.  Are you testing in campaign or RR or Hero screen?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out my DC voicepacks at my yahoo group.
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Offline Jimaras8

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Hero screen. He still uses run.

Offline BentonGrey

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Hmm...weird.  I would have thought that would work.  Sorry Jim!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out my DC voicepacks at my yahoo group.
https://groups.yahoo.com/neo/groups/bentongrey
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Offline bearded

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The only thing close is to use Tumble and assign it a different animation.

Offline bearded

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Maybe HyperLeaping with a different animation.

Offline Jimaras8

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I already have a tumble attack that uses the bike,  my goal was to have a speeding bullet so Ghost Rider can run them over with the bike quickly and use some damage.  So,  there is no way at all to have the properties of a speeding bullet attack with a different animation than run.

What about an attack that isn't speeding bullet but acts like a speeding bullet?  Basically a fast sprint that causes damage and can use different animations?

Offline bearded

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With super jumping, if the distance is really far, the character will do something different, then leap. If you could go into the code you could create a new feat that works. It would be a custom, right click on target, which would trigger movement with any animation, and then you could trigger a power when it reaches the target. I know it would work, 'cause back when I was trying to recreate speeding bullet during flight.

Offline Jimaras8

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That sounds interesting but i have no idea how to do it, i havent tired something like that before.

Offline BentonGrey

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Hmm...for Ghost Rider, why not just change the run anim to have him on the bike?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out my DC voicepacks at my yahoo group.
https://groups.yahoo.com/neo/groups/bentongrey
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Offline Jimaras8

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That was my first thought Benton but to be completely honest i prefer him being on foot for his standard running and using the bike as a "special tool" for tumble or the speeding bullet.

I know im not making easy for myself haha. Btw, if you could do me a favor, can you check either darkforce_bird or shazam_area to see if they are broken? You can try to convert their end.nif or core.nif for and if EzNifaconvert crashes, they are broken.

Offline spydermann93

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It might be tedious, but you could have Ghost Rider shapeshift to a version that uses his bike to run and give it "bike movement powers" like Wall Climbing, Sprint, and Speeding Bullet

Offline Jimaras8

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But this version will still move with the bike as the default running animation.

Is it possible to have the bike as the default run animation so the speeding bullet recognizes it but use another animation for his default moving? For example, i rename run_2 which is currently the bike animation to run but use let's say walk as his default moving animation? Can this be done?

Offline spydermann93

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No, I don't believe so.

That's why I'm saying you could make a copy of Ghost Rider where he has the bike as his default run so that the Speeding Bullet and Sprint powers work and have your original Ghost Rider use a normal run but not have those Speeding Bullet and Sprint powers.

The shapeshift would be him getting on his bike and using his bike completely while his original "form" will be him without his bike.

You'd still have the issues with the idle and melee_idle animations, though, showing him off of his bike, but I'm not sure what else you could do.

Offline bearded

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I've got it. Make the run animation nothing. Then make a running FX and a motorcycle FX and attach them to the powers.

Offline spydermann93

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then what about normal running?

Offline bearded

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You make 2 FX. One of GR running. I think you can use one of the tools to separate the running animation as an FX. I can't remember which tool it was, but you export the animation as a seperate .nif and rename it start.nif, then create the FX using ffedit. Then in ffedit, you can change the running FX to this. Do the same thing for the motorcycle animation, and change the Charge FX to this. Make sure there is a blank for the running animation. I'm certain this would work, I did something similar for the Flash.