给单位添加建造建筑能力
如果你曾经给不能建造建筑的单位添加了建造建筑的图标,那么在那个单位显示的建筑按钮一定是灰色的,并且不能按下去。
原因是因为这个单位没有开启建造能力,也没有建造动作(有的单位可能有,例如火枪手,只不过是tactics没有开启建筑能力,所以不能建造建筑。)
不说废话了,接下来教你怎样添加建造建筑能力(我采用的单位是铁军)。
1.先把你要添加的建筑按钮弄好,(效果就是上面截图的样子,图标灰色,不能建造)
|
protoy.xml - 记事本 |
____ |
□ |
X |
|
|
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
|
|
|
|
|
<Unit id ='940' name ='ypMercIronTroop'> <DBID>1391</DBID> <DisplayNameID>60771</DisplayNameID> <EditorNameID>60772</EditorNameID> <PopulationCount>2</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>4.5000</MaxVelocity> <MaxRunVelocity>6.5000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\asians\mercenaries\iron_troop\iron_troop.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>units\asians\mercenaries\iron_troop\iron_troop_icon_64</Icon> <PortraitIcon>units\asians\mercenaries\iron_troop\iron_troop_icon_portrait</PortraitIcon> <RolloverTextID>60770</RolloverTextID> <ShortRolloverTextID>60769</ShortRolloverTextID> <InitialHitpoints>225.0000</InitialHitpoints> <MaxHitpoints>225.0000</MaxHitpoints> <LOS>20.0000</LOS> <ProjectileProtoUnit>Arrow</ProjectileProtoUnit> <AutoAttackRange>20.0000</AutoAttackRange> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>40.0000</TrainPoints> <Bounty>20.0000</Bounty> <BuildBounty>20.0000</BuildBounty> <Cost resourcetype ='Gold'>200.0000</Cost> <AllowedAge>2</AllowedAge> <Armor type ='Ranged' value ='0.6000'></Armor> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeValidSharpshoot</UnitType> <UnitType>LogicalTypeNeededForVictory</UnitType> <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType> <UnitType>LogicalTypeLandMilitary</UnitType> <UnitType>LogicalTypeScout</UnitType> <UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType> <UnitType>LogicalTypeGarrisonInShips</UnitType> <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>Military</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Unit</UnitType> <UnitType>AbstractArcher</UnitType> <UnitType>Mercenary</UnitType> <UnitType>AbstractInfantry</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>Ranged</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <UnitType>ConvertsHerds</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>VisibleUnderFogIfGaia</Flag> <Flag>Tracked</Flag> <Train row ='0' page ='6' column ='0'>ypOutpostAsian</Train> <Train row ='0' page ='6' column ='1'>ypWarAcademy</Train> <Train row ='0' page ='6' column ='2'>ypCastle</Train> <Train row ='0' page ='6' column ='3'>ypDockAsian</Train> <Command page ='10' column ='1'>Stop</Command> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Delete</Command> <Tactics>IronTroop.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>22.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>16.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>DefendRangedAttack</Name> <Damage>25.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>16.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerHandAttack</Name> <Damage>16.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerRangedAttack</Name> <Damage>25.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>VolleyHandAttack</Name> <Damage>16.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>25.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>1.500000</ROF> <DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus> <DamageBonus type ='xpEagleKnight'>2.000000</DamageBonus> <DamageBonus type ='AbstractLightCavalry'>2.000000</DamageBonus> <DamageBonus type ='xpCoyoteMan'>0.750000</DamageBonus> <DamageBonus type ='AbstractCavalry'>0.750000</DamageBonus> </ProtoAction> </Unit> |
|
|
我把铁军的tactics修改成
IronTroop.tactics了,因为我不想影响到其他单位,所以把tactics改成了IronTroop.tactics。(实际上添加建造能力改不改都没有影响的,
原因是有建造能力,没有可建造的建筑。)。
3.把铁军的tactics文件提取出来,将名称修改成IronTroop.tactics。
按照格式(只要<tactic>在上面就可以)添加下列语句,(如果原本就有的话,把<active>0</active>改成<active>1</active>
(前面7-4已经说过了,<active>0</active>为需要用科技技激活),然后添加<rate type="Building">1.0</rate>)
<action>
<name stringid="69147">Build</name>
<type>Build</type>
<anim>Build</anim>
<active>1</active>
<maxrange>0.2</maxrange>
<rate type="Building">1.0</rate>
</action>
4.接下来添加建造动画,把铁军的单位xml提取出来,
按照格式添加下列语句:
这个是顶部的attach附件:
<attachment>
hammer
<component>
hammer
<assetreference type="GrannyModel">
<file>units\attachments\hammer_villager</file>
</assetreference>
</component>
<anim>
Idle
<component>hammer</component>
</anim>
</attachment>
<attachment>
saw
<component>
saw_villager
<assetreference type="GrannyModel">
<file>units\attachments\saw_villager</file>
</assetreference>
</component>
<anim>
Idle
<component>saw_villager</component>
</anim>
</attachment>
<attachment>
measure tape
<component>
measure tape
<assetreference type="GrannyModel">
<file>units\attachments\measuring_tape</file>
</assetreference>
</component>
<anim>
Idle
<component>measure tape</component>
</anim>
</attachment>
这个是底部的anim动作(下面的
Build就是对应tactics的<anim>Build</anim>,自己往上面搜索一下吧。):
<anim>
Build
<assetreference type="GrannyAnim">
<file>animation_library\villager\villager_male_build1</file>
<weight>90</weight>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_b</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_c</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_d</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_e</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_f</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
</anim>
<anim>
BuildLifting
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\BuildLifting</file>
<weight>90</weight>
<tag type="Attack">0.66</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.39</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.69</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_build_standing_idlea</file>
<weight>10</weight>
<tag type="Attack">0.66</tag>
</assetreference>
<component>ModelComp</component>
<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
<anim>
BuildSaw
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing</file>
<weight>90</weight>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.07</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.34</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.73</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
<anim>
BuildStaking
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_a</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
|
iron_troop.xml.xml - 记事本 |
____ |
□ |
X |
|
|
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
|
|
|
|
|
<!-- converted from XMB to XML -->
<animfile> <definebone>Bone01</definebone> <definebone>Bip01 Prop2</definebone> <definebone>bone_quiver</definebone> <definebone>bone_bow</definebone> <definebone>Bip01 Prop1</definebone> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> arrow_attachment <component> arrow <assetreference type="GrannyModel"> <file>units\attachments\arrow_attachment</file> </assetreference> </component> <anim> Idle <component>arrow</component> </anim> </attachment> <attachment> flaming_arrow <component> emitter <assetreference type="ParticleSystem"> <file>effects\fire\arrowFire_Longbow.particle</file> </assetreference> </component> <anim> Idle <component>emitter</component> </anim> </attachment> <attachment> staff <component> staff <assetreference type="GrannyModel"> <file>units\asians\mercenaries\iron_troop\Iron_Troop_Staff</file> </assetreference> </component> <anim> Idle <component>staff</component> </anim> </attachment> <attachment> bow <component> bow <assetreference type="GrannyModel"> <file>units\asians\mercenaries\iron_troop\Iron_Troop_Bow</file> </assetreference> </component> <anim> Idle <component>bow</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\asians\mercenaries\iron_troop\Iron_Troop</file> </assetreference> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\asians\mercenaries\iron_troop\LPIronTroop</file> </assetreference> </lowpoly> </logic> </none> </logic> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_hero_64x64</texture> <selectedtexture>shadows_selections\selection_hero_64x64</selectedtexture> <width>1.0</width> <height>1.0</height> </decal> </component> <anim> Death_by_melee <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.17</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_A</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Death_by_havoc <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_death</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathB</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathC</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_deathD</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Recoil <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_E</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\recoil_G</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> HC_openDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> HC_closeDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_fire</file> <tag type="Attack">0.98</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.98</tag> </assetreference> <component>ModelComp</component> <attach a="flaming_arrow" frombone="bone_quiver" tobone="R HAND" syncanims="0"/> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> <attach a="arrow_attachment" frombone="bone_quiver" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\longbow_cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_boredB</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Cover_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\cover\longbow_cover_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.16</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.56</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Cover_Jog <assetreference type="GrannyAnim"> <file>animation_library\shared\jog_generic_upper</file> <file>animation_library\shared\jog_generic_lower</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.10</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Cover_Run <assetreference type="GrannyAnim"> <file>animation_library\shared\run_generic_upper</file> <file>animation_library\shared\run_generic_lower</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.08</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.60</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>units\asians\japanese\yumi\yumi_attackRanged00</file> <tag type="Attack">0.14</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.14</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> <attach a="arrow_attachment" frombone="bone_quiver" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_boredA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_boredB</file> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Volley_Walk <assetreference type="GrannyAnim"> <file>animation_library\shared\walk_generic</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.61</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Volley_Jog <assetreference type="GrannyAnim"> <file>animation_library\shared\jog_generic_upper</file> <file>animation_library\shared\jog_generic_lower</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.10</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Volley_Run <assetreference type="GrannyAnim"> <file>animation_library\shared\run_generic_upper</file> <file>animation_library\shared\run_generic_lower</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.08</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.60</tag> </assetreference> <component>ModelComp</component> <attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\longbow_defend_combat_idle</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\longbow_defend_combat_idle</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\longbow_charge_idle</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\longbow_volley_standing_boredB</file> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\defend\longbow_defend_melee_A</file> <tag type="Attack">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\defend\longbow_defend_melee_B</file> <tag type="Attack">0.27</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.21</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.56</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\longbow_charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\longbow_charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.69</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.15</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> Charge_run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\longbow_charge_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.13</tag> </assetreference> <component>ModelComp</component> <attach a="staff" frombone="bone_staff" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> kidnap_hostageA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_hostageA_idleD</file> <weight>40</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_hostageA_idleB</file> <weight>20</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_hostageA_idleC</file> <weight>20</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_hostageA_idleA</file> <weight>20</weight> </assetreference> <component>ModelComp</component> </anim> <anim> kidnap_hostageA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_hostageA_exit</file> </assetreference> <component>ModelComp</component> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.39</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.69</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.07</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.34</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.73</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim>
</animfile> |
|
|