#No animations

1 messages · Page 1 of 1 (latest)

proven raptor
#

Hello, everyone. Some models in my custom game, such as models for Largo, "dire_tower_2021.vmdl", and most other models for towers, for some reason always remain in a bind pose, regardless of which unit I assign them to and which gesture I use via Lua. Does anyone know what can be done about this?

reef plank
#

paste kv of this units

pastel ice
# reef plank paste kv of this units

"npc_dota_hell_throne_hand1"
{
"BaseClass" "npc_dota_creature"
"Model" "models/items/world/towers/dire_tower_2021/dire_tower_2021.vmdl"
"Level" "1"
"ModelScale" "1"

    "Ability1"                    ""
    "Ability2"                    ""
    "Ability3"                    ""
    "Ability4"                    ""
    "Ability5"                    ""
    "Ability6"                    ""
    "Ability7"                    ""
    "Ability8"                    ""


    "ArmorPhysical"                "0"
    "MagicalResistance"                "50"


    "AttackCapabilities"        "DOTA_UNIT_CAP_RANGED_ATTACK"
    "AttackDamageMin"            "40"
    "AttackDamageMax"            "50"
    "BaseAttackSpeed"            "110"
    "AttackRate"                "0.9"
    "AttackAnimationPoint"        "0.6"
    "AttackAcquisitionRange"    "800"
    "AttackRange"                "800"
    "ProjectileModel"            "particles/base_attacks/ranged_tower_bad.vpcf"
    "ProjectileSpeed"            "750"


    "BoundsHullName"            "DOTA_HULL_SIZE_TOWER"
    "ProjectileCollisionSize"    "50"
    "RingRadius"                "130"
    "HealthBarOffset"            "260"

    "MovementCapabilities"        "DOTA_UNIT_CAP_MOVE_NONE"
    "MovementSpeed"                "0"

    "StatusHealth"                "100"
    "StatusHealthRegen"            "0"
    "StatusMana"      "1"
    "StatusManaRegen" "1000"

    "TeamName"                    "DOTA_TEAM_GOODGUYS"
    "UnitRelationshipClass"        "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
    "VisionDaytimeRange"        "800"
    "VisionNighttimeRange"        "800"

}

#

And the second one is same but

"npc_dota_hell_throne_hand2"

{
"Model" "models/items/world/towers/dire_tower_2021/dire_tower_2021_right.vmdl"
}

reef plank
#

DOTA_UNIT_CAP_MOVE_NONE change to ground that might problem
and for dire_tower_2021 animations name are different then normal model and you maybe need animate it manually

pastel ice
#

I tried this, but didn't see any changes for either model. However, if I set another model, for example models/creeps/neutral_creeps/n_creep_troll_skeleton/n_creep_skeleton_melee.vmdl, the animations will play even with DOTA_UNIT_CAP_MOVE_NONE

And this is mainly with towers. Their models don't need to be precached in any special way, do they?

reef plank
#

check animation block in modeldoc for neutral and tower and you can see difference, up dont need something more for tower model

trim oar
#

the issue is likely that you need an activity translation like "melee"

#

^look up modeldoc to see what is missing

#

i assume largo for example has smth like "strumming" and "idle" to decide what type od walk animation to use, and if you don't pass one it defaults to bindpose