In the woman/man.mrs, there are the animation files for all weapons currently existing in the game, including dual daggers, or called daggerx2 in this case. Here is a list of files related to dual daggers (and after, a list of regular dagger animations, just so you can see the difference)
Movements
Idle: woman_2hdagger_idle.elu
Jump Attack : woman_2hdagger_attack_jump.elu
Land: woman_2hdagger_jump_down.elu
Jump: woman_2hdagger_jump_up.elu
Walking Forward: woman_2hdagger_run.elu
Walking Backward: woman_2hdagger_run_back.elu
Slash Command Emotions
Emotion: woman_2hdagger_bow.elu
Emotion: woman_2hdagger_cry.elu
Emotion: woman_2hdagger_laugh.elu
Emotion: woman_2hdagger_taunt.elu
Emotion: woman_2hdagger_uppercut.elu
Emotion: woman_2hdagger_wave.elu
Blocking???
Block Start: woman_2hdagger_guard_start.elu
Block End: woman_2hdagger_guard_cancel.elu
Switch To: woman_2hdagger_load.elu
Stab 1:
woman_2hdagger_standshot_1.elu
woman_2hdagger_standshot_1_return.elu
Stab 2:
woman_2hdagger_standshot_2.elu
From this we can decipher that, dual daggers were indeed complete and ready to use, but are not linked up correctly like the rest of the weapons. Well, funny thing, your model.mrs, more specifically weapon.xml, has the ability to ADD animations to pre existing base models. For some reason or another, they give you an example of this:
An unused model, but it still effectively shows how addanimation works. Now, the real problem isCode:<AddBaseModel name="dagger00" filename="model/weapon/dagger/dagger01.elu" /> <AddAnimation name="idle" filename="model/weapon/dagger/dagger01_idle.elu.ani" motion_type="0" motion_loop_type="lastframe" /> <AddAnimation name="load" filename="model/weapon/dagger/dagger01_load.elu.ani" motion_type="0" motion_loop_type="lastframe" /> <AddAnimation name="attack" filename="model/weapon/dagger/dagger01_attack.elu.ani" motion_type="0" motion_loop_type="lastframe" />
1. Does it work? I haven't tested it really, and I'm sure someone else has, and I'm pretty sure this is how BBGunZ did it, but I think some of the animations listed are... non existent?
2. if it DOES work, what are the names of all the separate animations? All we have to work with is idle, load, and attack, but that gives you a vital clue of course, its in the file name.
So, what would the patch look like? It would have to have several of those addanimation commands, does anyone have extensive information on this?



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