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 Post subject: I need some Animation help IF ayone is good at that
PostPosted: Tue Jul 29, 2014 7:09 pm 

Joined: Wed Sep 02, 2009 2:41 pm
Posts: 232
So I am trying to modify the animation for blessed hammer so that each hammer that is cast has a "magic" trail behind it that touches the next hammer that was cast. So it would look something like this (sorry for the crappy MS paint rendering)

Image

I want the "tail" parts to cause damage in the same way the new Static (Mephistos lightning circle) does.

I wanted to know the best way to go about doing this. I've read up online and downloaded some tools, Gimp, CV5, six dice, but I wanted someone knowledge-able that I could ask some questions via teamviewer or pm. Let me know if someone is down.

-Delta


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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Tue Jul 29, 2014 9:42 pm 
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Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
This is a missile edit. All you need is an excel program.

First thing to do is give the "blessedhammer" missile the same move function as frozen orb.
PcltDoFunc = 19
PSrvDoFunc = 15
Param1 = 1
Param2 = 1
CltParam1 = 1
CltParam1 = 1

This will make the hammer missile spawn a submissile every "Param1" frames. The sub missile to spawn will be near the end of the file in the submissile1 column and cltsubmissile1 column.
SubMissile1 = hammertrailmaker
CltMissile1 = hammertrailmaker
------------------------------------------------

Next the trail missile.
Copy the frozen orb missile line and paste at the bottom of the file. name it hammertrailmaker.
pCltHitFunc = empty
pSrvHitFunc = empty
range = 10
velocity = 0
CellFile = TeethExplode
Animlen = 13
Colidetype = empty

This makes it a stationary missile that will fire a new submissile every frame or 10 frames. so the trail duration is the range column, in frames. again, submissile 1 and cltsubmissile1 will be spawned.
So:
submissile1 = hammerhitter
cltsubmissile1 = hammerhitter
----------------------------------------------------

Lastly the missile that will deal the damage:
clone the firebolt missile and paste at the bottom, name it hammerhitter.
range = 2
velocity = 0
CellFile= null
animlen = 2
nexthit = 1
nextdelay = 4
Skill = Blessed Hammer
explosionmissile = empty

That makes the missile that is spawned 10 times by the previous missile ;ast for 2 frames, each with a next hit delay of 4 frames.

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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Wed Jul 30, 2014 2:20 pm 

Joined: Wed Sep 02, 2009 2:41 pm
Posts: 232
Kev,

your like the Rain Man of D2! I'll give this a go. I guess it is just simpler to use the existing missles properties to create or modify new ones. I was way over thinking it.

That screen shot above was the animation path I was creating in GIMP lol. I was ready to create the whole animation with new graphics and function modifications in C++.

This is way easier.

Thanks!


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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Wed Jul 30, 2014 11:53 pm 
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Joined: Tue Feb 01, 2011 5:48 pm
Posts: 1669
pretty sure he just called you retarded

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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Thu Jul 31, 2014 9:28 am 
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slappyNuts wrote:
pretty sure he just called you retarded

lol. I been called worse!

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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Thu Jul 31, 2014 7:06 pm 

Joined: Wed Sep 02, 2009 2:41 pm
Posts: 232
slappyNuts wrote:
pretty sure he just called you retarded


Wait, no.....Rain Man was really smart is what I mean! I mean yes he was clinically retarded, but he was really smart in some things. Fuck it... This hole's getting deeper.

It's your fault Slap!....... You're damn fault......Damn you! Lol.


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 Post subject: Re: I need some Animation help IF ayone is good at that
PostPosted: Sat Aug 02, 2014 12:01 pm 

Joined: Mon Dec 24, 2012 9:12 am
Posts: 125
cant wait to see this delta !


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