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Re: Is creating a completly new spell possible ?

Posted: Sat Sep 29, 2012 10:18 am
by Blichew
That doesn't seem to be working either:
(had to override meshName with snail's because otherwise editor won't even start)
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cloneObject{
	name = "ranger_snail",
	baseObject = "skeleton_archer", --clone of a snail
	model = "assets/models/monsters/snail.fbx",
	meshName = "snail_mesh",
	animations = {
		idle = "assets/animations/monsters/snail/snail_idle.fbx",
		moveForward = "assets/animations/monsters/snail/snail_walk.fbx",
		turnLeft = "assets/animations/monsters/snail/snail_turn_left.fbx",
		turnRight = "assets/animations/monsters/snail/snail_turn_right.fbx",
		attack = "assets/animations/monsters/snail/snail_attack.fbx",
		getHitFrontLeft = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/snail/snail_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/snail/snail_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/snail/snail_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/snail/snail_get_hit_right.fbx",
		fall = "assets/animations/monsters/snail/snail_get_hit_front_left.fbx",
	},
}

Re: Is creating a completly new spell possible ?

Posted: Sat Sep 29, 2012 3:10 pm
by Neikun
No luck in defining?