Make a dragon...
Posted: Fri Oct 26, 2012 3:25 pm
Hi all,
Here I would like to make a remake of CBS ... but how dragon ...
I would like to know if this is possible ... easily;)
After testing rangedattack between attack and I had an idea, replace the standard attack by rangedattack another monster in the monster.lua (goromorg, ugguardian, crowern etc.)
it works but the visual is not terrible.
This means that the type of attack is defined in the animation? I do not think so, but where then?
For pro script, my question is, is it possible to change this?
Otherwise, with what program I can edit the attaque.animation, I did not find ...
I work with C4D ...
Thank you in advance to all, and long life and community LOG ...
Ps: how to open fbx? Autodesk?
PS2: sorry for my very bad english ... and google trad
defineObject{
name = "fire_dragon",
class = "Monster",
model = "assets/models/monsters/fire_dragon.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/uggardian/uggardian_attack.fbx",
----attack = "assets/animations/monsters/wyvern/wyvern_attack.fbx",
--attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2000,
sight = 4,
attackPower = 100,
rangedAttack = "fireball_greater",
protection = 50,
evasion = 10,
accuracy = 20,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire" },
exp = 1500,
lootDrop = { 100, "ice_lizard_steak", 100, "ice_lizard_steak", 30, "ice_lizard_steak",10, "ice_lizard_steak"},
healthIncrement = 100,
attackPowerIncrement = 25,
brain = "Ranged",
}
Here I would like to make a remake of CBS ... but how dragon ...
I would like to know if this is possible ... easily;)
After testing rangedattack between attack and I had an idea, replace the standard attack by rangedattack another monster in the monster.lua (goromorg, ugguardian, crowern etc.)
it works but the visual is not terrible.
This means that the type of attack is defined in the animation? I do not think so, but where then?
For pro script, my question is, is it possible to change this?
Otherwise, with what program I can edit the attaque.animation, I did not find ...
I work with C4D ...
Thank you in advance to all, and long life and community LOG ...
Ps: how to open fbx? Autodesk?
PS2: sorry for my very bad english ... and google trad
defineObject{
name = "fire_dragon",
class = "Monster",
model = "assets/models/monsters/fire_dragon.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/uggardian/uggardian_attack.fbx",
----attack = "assets/animations/monsters/wyvern/wyvern_attack.fbx",
--attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2000,
sight = 4,
attackPower = 100,
rangedAttack = "fireball_greater",
protection = 50,
evasion = 10,
accuracy = 20,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire" },
exp = 1500,
lootDrop = { 100, "ice_lizard_steak", 100, "ice_lizard_steak", 30, "ice_lizard_steak",10, "ice_lizard_steak"},
healthIncrement = 100,
attackPowerIncrement = 25,
brain = "Ranged",
}