13.01.2020, 02:25
Hey Guys,
i have following Problem.
I tried to bring new Bows to the Game. Everything went fine, till i tried to use it ingame.
You will see the problem shaking...
![[Image: ezgif.com-video-to-gif86033ebaec2714a3.gif]](https://s5.gifyu.com/images/ezgif.com-video-to-gif86033ebaec2714a3.gif)
Mark56 took a look on the Game Engine and found this.
1. Do you know another Way to make the Bows work Proberly?
2. If not, Could you guys Fix this in the G2O Engine itself?
heres are the files https://drive.google.com/open?id=1vgFOp7...LVM4Z5rc-v
i have following Problem.
I tried to bring new Bows to the Game. Everything went fine, till i tried to use it ingame.
You will see the problem shaking...
![[Image: ezgif.com-video-to-gif86033ebaec2714a3.gif]](https://s5.gifyu.com/images/ezgif.com-video-to-gif86033ebaec2714a3.gif)
Mark56 took a look on the Game Engine and found this.
Mark56;26301176 Wrote:Your anims seems identical to Original, though I would make "release" faster to appear more powerful. I see no problem there.So now i have 2 questions.
Its fault of the engine. Since engine directly calls "S_RELAX" on morph meshes when exiting bow/crossbow fight stance. You can probably notice it on any other bow/crossbow as well.
There is workaround:
(requires edit all bows and crossbows mms scripts and recompile, also change humans.mds and recompile)
1. Rename S_RELAX ani to S_SHOOTRELAX
2. Copy S_NORMAL and name it S_RELAX
Code:morphRef ("CA_BOW_LONG_01.ASC")
morphAni ("S_NORMAL" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 0 0 SPD:25)
// S_NORMAL copy named S_RELAX for engine to call
morphAni ("S_RELAX" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 0 0 SPD:25)
morphAni ("S_SHOOT" 1 0.1 0.4 0.1 . "CA_BOW_LONG_01_SHOOT.ASC" 1 10 SPD:25)
morphAni ("S_READY" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 11 11 SPD:25)
// releasing of bow called from humans.mds
morphAni ("S_SHOOTRELAX" 1 0.1 1.12 0.1 . "CA_BOW_LONG_01_SHOOT.ASC" 12 40 SPD:25)
3. EDIT Humans.mds replace all
to this:Code:*eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND")
Code:*eventMMStartAni (13 "S_SHOOTRELAX" "ZS_LEFTHAND")
But this is rather a lot of work for small effect. I would let it lie because it's rather known/unnoticed issue at this point.
1. Do you know another Way to make the Bows work Proberly?
2. If not, Could you guys Fix this in the G2O Engine itself?
heres are the files https://drive.google.com/open?id=1vgFOp7...LVM4Z5rc-v
![[Image: q4qeu3ny.gif]](https://fs5.directupload.net/images/160603/q4qeu3ny.gif)