filimon Posted May 31, 2019 Posted May 31, 2019 Well i tried to implement the Zakensword class on lower chronicles from CT 2.5. And i figured out that on CT 2.5 "AttachedBone" was implemented on NAgathion class. What i tried to do was to make a new class since was not able to 'touch' engine.NAgathion so i made my own: class MyAga extends Pawn; var enum EAgathionMovementType { EAMT_FOLLOW, EAMT_FLOAT, EAMT_ONVEHICLE, } MovementType; var enum EAgathionType { EAT_DEFAULT, EAT_ATTACHED, } AgathionType; var enum EAttachedBone { EAB_NONE, EAB_HEADBONE, EAB_SPINEBONE, EAB_R_HANDBONE, EAB_L_HANDBONE, EAB_R_ARMBONE, EAB_L_ARMBONE, EAB_R_FOOTBONE, EAB_L_FOOTBONE, } AttachedBone; var vector DestLocation; var Rotator OriginalRotationRate; var int RandomAnimPercent; var int RandomSpecialAnimationState; // -1 to decide, 0 failed, 1 success var bool NeedMaster; // for 3D UI var pawn Master; var int MasterWaitType; var float MasterWaitTypeChangeUpdate; defaultproperties { OriginalRotationRate=(Pitch=0,Yaw=30000,Roll=0), RandomAnimPercent=20 NeedMaster=True bCollideActors=False bCollideWorld=False } And my own class for npc class br_aga_zaken extends MyAga Config(User); defaultproperties { GroundMaxSpeed=180.00 GroundMinSpeed=60.00 AgathionType=1 AttachedBone=2 CollisionRadius=0.01 CollisionHeight=5.50 } when i compile those two properties disappear : AgathionType=1 AttachedBone=2 and what i get ingame is this It doesn't follow the character but it spawns on the correct position Quote
CriticalError Posted June 3, 2019 Posted June 3, 2019 well as far understand maybe wrong, the attach no work, because if you move, they still need be in your back, or you can try use another bone to attach. Quote
filimon Posted June 3, 2019 Author Posted June 3, 2019 7 hours ago, CriticalError said: well as far understand maybe wrong, the attach no work, because if you move, they still need be in your back, or you can try use another bone to attach. The attach config is not recognized at all from my engine so I have to find a way to modify engine.u if there's any way... Quote
LightFusionMain Posted June 11, 2019 Posted June 11, 2019 On 5/31/2019 at 5:10 PM, filimon said: Well i tried to implement the Zakensword class on lower chronicles from CT 2.5. And i figured out that on CT 2.5 "AttachedBone" was implemented on NAgathion class. What i tried to do was to make a new class since was not able to 'touch' engine.NAgathion so i made my own: class MyAga extends Pawn; var enum EAgathionMovementType { EAMT_FOLLOW, EAMT_FLOAT, EAMT_ONVEHICLE, } MovementType; var enum EAgathionType { EAT_DEFAULT, EAT_ATTACHED, } AgathionType; var enum EAttachedBone { EAB_NONE, EAB_HEADBONE, EAB_SPINEBONE, EAB_R_HANDBONE, EAB_L_HANDBONE, EAB_R_ARMBONE, EAB_L_ARMBONE, EAB_R_FOOTBONE, EAB_L_FOOTBONE, } AttachedBone; var vector DestLocation; var Rotator OriginalRotationRate; var int RandomAnimPercent; var int RandomSpecialAnimationState; // -1 to decide, 0 failed, 1 success var bool NeedMaster; // for 3D UI var pawn Master; var int MasterWaitType; var float MasterWaitTypeChangeUpdate; defaultproperties { OriginalRotationRate=(Pitch=0,Yaw=30000,Roll=0), RandomAnimPercent=20 NeedMaster=True bCollideActors=False bCollideWorld=False } And my own class for npc class br_aga_zaken extends MyAga Config(User); defaultproperties { GroundMaxSpeed=180.00 GroundMinSpeed=60.00 AgathionType=1 AttachedBone=2 CollisionRadius=0.01 CollisionHeight=5.50 } when i compile those two properties disappear : AgathionType=1 AttachedBone=2 and what i get ingame is this It doesn't follow the character but it spawns on the correct position If on your chronicles engine.u doesn't have attachBone property, that means engine.dll doesn't handle this property, so even if u add it in .u, it wouldn't work (there is no native logic that has to add add aghation mesh over your character bone) ! Still maybe u choose wrong class to inherit , Quote
filimon Posted June 11, 2019 Author Posted June 11, 2019 2 minutes ago, LightFusionMain said: If on your chronicles engine.u doesn't have attachBone property, that means engine.dll doesn't handle this property, so even if u add it in .u, it wouldn't work (there is no native logic that has to add add aghation mesh over your character bone) ! Still maybe u choose wrong class to inherit , You can check how br_aga_zaken gets attached on EAB_HEADBONE if you deeply search it on H5 Chronicle, what i tried to do was to expand the engine's properties. Quote
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