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Showing content with the highest reputation on 2013-02-20 in Posts

  1. The civs must have a strong cultural (and military) identity in the 500-1 BC time frame, besides other reasons, to be included in 0 A.D. part 1, Burzum. Part 2 will feature civs in the 1-500 AD time frame, Imperial Romans and Huns are included on the list. The Egyptians were initially not included because the Egyptian golden age was before this frame. But because of fans' requests, as well as from some within the team, the Ptolemies (the closest to Egyptians in our time frame) were included on the list, after the Mauryans' success as a crowd-sourced civ (special thanks here to lilstewie for his searches).
    3 points
  2. Bump. Sorry, guys, I totally forgot I was going to post on here (which is funny because I was excited to see what you guys thought of my idea). Actor XML: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Mesh"> <animations> <animation file="quadraped/peacock_idle.dae" name="idle" speed="15"/> <animation file="quadraped/peacock_idle_transition.dae" name="idle_trans" speed="60"/> <animation file="quadraped/peacock_feeding.dae" name="feeding" speed="15"/> <animation file="quadraped/peacock_feeding_transition.dae" name="feeding_trans" speed="60"/> <animation file="quadraped/peacock_walk.dae" name="walk" speed="25"/> <animation file="quadraped/peacock_walk.dae" name="run" speed="30"/> <animation file="quadraped/peacock_walk_feeding.dae" name="walk_feeding" speed="25"/> <animation file="quadraped/peacock_death.dae" name="death" speed="75"/> </animations> <mesh>skeletal/peacock.dae</mesh> <textures><texture file="skeletal/animal_peacock.png" name="baseTex"/></textures> </variant> </group> <group> <variant frequency="100" name="Idle"/> <variant name="death"> <props> <prop actor="props/units/blood_01.xml" attachpoint="root"/> </props> </variant> </group> <material>basic_trans.xml</material> <anim-scripts> <anim-script order="1" feedingTime="3" feedingTimeRandom="10">feeding_transition.js</anim-script> <anim-script order="2">auto_transition.js</anim-script> </anim-scripts> </actor> The "order" value in the <anim-script> tags is to tell which order to fall back to others script in (this may not actually be workable, but it would save code if it is). Script: var transTimer = new timer() transTimer.reset() var prevState; var state; var feeding = false; var feedingTime; function getAnimation(actor) { var variant = actor.getVariant(this.variant); if (feeding) { if (state == "idle") { if (feeding) { if (transTimer.getTime() < variant.getAnimation("feeding_trans").getLength()) { return "feeding_trans"; } else { return "feeding"; } } else { if (transTimer.getTime() < variant("idle_trans").getLength()) { return "idle_trans"; } else { return "idle"; } } } } if (!feedingTime) { feedingTime = getAnimationValue("feedingTime") + math.random(getAnimationValue("feedingTimeRandom")); } else if (transTimer.getTime() > feedingTime) { transTimer.reset(); feeding = !feeding; } } function onStateChange(unit, actor) { prevState = state; state = unit.getState(); }
    1 point
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