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Need Help 33_TG5D no fight in COAS

Myth

Freebooter
Good afternoon. There is a problem with the animation of the character.
Model: 33_TG5D from NH.
He walks normally, but does not fight. Who else can help adapt the combat animation? Thank you.
 
Character animation is one of the few BIG differences between PotC and CoAS.
We only ever converted from AoP to PotC, never from PotC to CoAS.

I think that particular model has a custom animation in PotC, so that would make any such conversion even more difficult.
 
Character animation is one of the few BIG differences between PotC and CoAS.
We only ever converted from AoP to PotC, never from PotC to CoAS.

I think that particular model has a custom animation in PotC, so that would make any such conversion even more difficult.

Customize the animation, it is easier than it seems. This can be done through the game scripts. I'm not asking you to help me to rewrite the animation, I need someone who can help find the right movement for the attack.
 
I need someone who can help find the right movement for the attack.
The attack animation does work in PotC. I think that is defined somewhere through the ".ani" files.
But I don't think anyone here is really familiar with how it works.
 
The attack animation does work in PotC. I think that is defined somewhere through the ".ani" files.
But I don't think anyone here is really familiar with how it works.

You do not understand me. The game code is written:

//Fast (max 3) --------------------------------------------------
character.actions.attack_fast.a1 = "attack_fast_1";
character.actions.attack_fast.a2 = "attack_fast_2";
character.actions.attack_fast.a3 = "attack_fast_3";
//Force (max 4) --------------------------------------------------
character.actions.attack_force.a1 = "attack_force_1";
character.actions.attack_force.a2 = "attack_force_2";
character.actions.attack_force.a3 = "attack_force_3";
character.actions.attack_force.a4 = "attack_force_4";
//Round (max 2) --------------------------------------------------
character.actions.attack_round.a1 = "attack_round_1";
character.actions.attack_round.a2 = "attack_round_1";
//Break (max 4) --------------------------------------------------
character.actions.attack_break.a1 = "attack_break_1";
character.actions.attack_break.a2 = "attack_break_1";
character.actions.attack_break.a3 = "attack_break_1";
character.actions.attack_break.a4 = "attack_break_1";
//Feint (max 4) --------------------------------------------------
character.actions.attack_feint.a1 = "attack_feint_1";
character.actions.attack_feintc.a1 = "attack_feintc_1";
character.actions.attack_feint.a2 = "attack_feint_2";
character.actions.attack_feintc.a2 = "attack_feintc_2";
character.actions.attack_feint.a3 = "attack_feint_3";
character.actions.attack_feintc.a3 = "attack_feintc_3";
character.actions.attack_feint.a4 = "attack_feint_4";
character.actions.attack_feintc.a4 = "attack_feintc_4";
//Shot--------------------------------------------------
character.actions.shot = "Shot";
//Normal hit (max 3) --------------------------------------------------
character.actions.hit_attack.h1 = "hit_attack_1";
character.actions.hit_attack.h2 = "hit_attack_2";
character.actions.hit_attack.h3 = "hit_attack_3";
//Ohter hits --------------------------------------------------------------------
character.actions.hit_feint = "hit_feint";
character.actions.hit_parry = "hit_parry";
character.actions.hit_round = "hit_round";
character.actions.hit_shot = "hit_fire";
//Block--------------------------------------------------------------------
character.actions.block = "block";
character.actions.blockaxe = "block_axe";
character.actions.blockhit = "block_hit";
character.actions.blockaxehit = "block_axe_hit";
character.actions.blockbreak = "block_break";
//Parry--------------------------------------------------------------------
character.actions.parry.p1 = "parry_1";
character.actions.parry.p2 = "parry_2";
character.actions.parry.p3 = "parry_3";
character.actions.parry.p4 = "parry_4";
//Strafes--------------------------------------------------------------------
character.actions.recoil = "recoil"; //Назад
character.actions.strafeleft = "straif_weapon_left"; //Влево
character.actions.straferight = "straif_weapon_right"; //Вправо
//Death
SetDefaultFightDead(character);
//Idle анимация в режиме боя
character.actions.fightidle.i1 = "fight stand_1";
character.actions.fightidle.i2 = "fight stand_2";
character.actions.fightidle.i3 = "fight stand_3";
character.actions.fightidle.i4 = "fight stand_4";
character.actions.fightidle.i5 = "fight stand_5";
character.actions.fightidle.i6 = "fight stand_6";
character.actions.fightidle.i7 = "fight stand_7";


You can put a condition on the animation and to register for a specific animation different set of actions. I want someone who will be able to see the full animation. The programs for the characters, only a part of the texture visible. I do not know where to put what action because it is impossible to see the animation
 
Question: Are the rules concerning game events within the animation you need? Something strange. Rewrote action for this animation. Saber does not cause damage. The gun does.
 
Character animation is one of the few BIG differences between PotC and CoAS.
We only ever converted from AoP to PotC, never from PotC to CoAS.

I think that particular model has a custom animation in PotC, so that would make any such conversion even more difficult.
No, "33_TG5D" uses "woman_sit.ani", the same as all "Danielle" variants.

The program "Animation View" can be useful:
http://www.piratesahoy.cloud/repository/Tools/Modeling+Texturing/Animation View.7z

The only snag is that "33_TG5D" is one of those models which has a separate head and body, in this case the head of "towngirl5" transplanted onto a "Danielle" style body. "Animation View" can't display such hybrids properly. But since almost every female model in PoTC works with "woman_sit.ani", pick one of the other "Danielle" variants, examine all her movements, and whatever you find out there ought to apply equally well to "33_TG5D".
 
The correct animation file is woman3_ab

If you cannot find this file then Google for other GOF mods like 1.5.7 that are not here on pirates ahoy which will contain the proper file.

I hope this helps you.
 
The correct animation file is woman3_ab

If you cannot find this file then Google for other GOF mods like 1.5.7 that are not here on pirates ahoy which will contain the proper file.

I hope this helps you.

Thank you very much. The character works correctly. No need to edit a huge chunk of the quest. It remains only slightly improve texture.
 
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