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Posted

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

 

image.png.69dda3c47b91ba4f18830cd1b2d73a31.png

 

and what i get ingame is this

DWikld6.png

MPwijsI.png

 

 

It doesn't follow the character but it spawns on the correct position

Posted
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...

Posted
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

 

image.png.69dda3c47b91ba4f18830cd1b2d73a31.png

 

and what i get ingame is this

DWikld6.png

MPwijsI.png

 

 

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 ,

  

Posted
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.

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