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8 years ago
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I'm working on replacing griffons with ballistas using the map editor. The problem is that I don't know how to add animations, even from existing ones (for example, the movement animation will be Idle, and the melee attack animation will be the same as Ranged). Can anyone teach me how?
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8 years ago
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go to the AnimSet line, and a window will open: on the left – a list of all AnimSet files, on the right – the structure of the selected file; you can add animations there.
In reply to fktifzobr@mail.ru
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8 years ago
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Thank you for the tip, it was very helpful, but now I noticed another problem. To put it briefly, during the attack, the ballista (the one with griffons) is missing an arrow. Can you suggest how to fix this?

Another question arose regarding textures. Since all three creatures use the same model and texture from one ballista, how can I change the texture for only one of them?
Thank you in advance. :smile41:
In reply to Бетельгейзе
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8 years ago
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Betelgeuse
Thank you for the tip, it was very helpful, but now I noticed another problem. In short, during the attack, the ballista (the one with griffons) doesn't display an arrow. Can you suggest how to fix this?

Another question about textures: since all three creatures use the same model and texture from one ballista, how can I change the texture for only one of them?
Thank you in advance.:smile41:
You need to create 3 independent models and animation sets (although the animations can be the same).
Each creature has a CreatureVisual file that specifies the path to the Character (this is where the model and animations are specified; in this case, you need to create 3 such files with 3 different paths to the models), icons, text files, projectiles for shooting, and the point to which the arrows fly (it is defined by coordinates).
All of this is very tedious; you need to work through an archiver, not a map editor. I advise you to study the structure of some NCF creature; I figured it out that way myself
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8 years ago
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here, by the way, are 3 ballistae from NCF; you just need to correctly specify the paths in the griffin's stats, and everything should work.
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