forked from 0ad/0ad
Archers should now be able to fire, though I don't know what exactly the problem was (it seems that you need the "event" parameter to be 0.5 and the "load" parameter to be 0 in the animation for it to work, and the animation is not completely right; not sure if this is intended).
This was SVN commit r3243.
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213463fdfd
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@ -12,7 +12,7 @@
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation event="0.86" file="biped/inf_arch_atk_a.psa" load="0.16" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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@ -12,7 +12,7 @@
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation event="0.86" file="biped/inf_arch_atk_a.psa" load="0.16" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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@ -12,7 +12,7 @@
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation event="0.86" file="biped/inf_arch_atk_a.psa" load="0.16" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/m_tunic_b.pmd</mesh>
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<props>
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@ -25,6 +25,7 @@
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<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
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</props>
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<texture>skeletal/hele_ijv_e.dds</texture>
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</variant>
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@ -561,7 +561,7 @@ function DamageModifyAura( source, ally, bonus )
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{
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if( this.affects( e ) )
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{
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console.write( "Courage aura: giving " + this.bonus + " damage to " + e );
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console.write( "Damage mod aura: giving " + this.bonus + " damage to " + e );
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e.actions.attack.damage += this.bonus;
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}
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};
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@ -570,7 +570,7 @@ function DamageModifyAura( source, ally, bonus )
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{
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if( this.affects( e ) )
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{
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console.write( "Courage aura: taking away " + this.bonus + " damage from " + e );
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console.write( "Damage mod aura: taking away " + this.bonus + " damage from " + e );
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e.actions.attack.damage -= this.bonus;
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}
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};
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@ -11,5 +11,5 @@
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rollover="These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn't wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit. They didn't always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch."
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/>
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</Traits>
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</Traits>
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</Entity>
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