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TFU style grip animation help


makermod1

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Posted

oh thanks man!! the mods the exact mod i had along time ago!!

it says it has painless grip though, err, would it still work on multiplayer without touching grip damage??

will it work with open jedi project enhanced??

also whats the latest version of dragon and whats needed to run it??

Posted

It is an animations mod so no damage values have been changed.

 

Depends on what type/version of OJP you are using. Most versions have animation tweaks so they won't be compatible with this mod.

FYI: animation mods don't stack together.

 

Last version of Dragon was 0.9.2. Nothing other than what is included is needed. It comes with Dragon (for making animations) and glaMerge (for combing the new animations with the old JA animations).

Download link: http://www.filefront.com/17834477/Dragon_0.9.2.zip

 

If you want some backhand animations here are some I made a while back:

http://jediknight3.filefront.com/file/Katanamaru_Backhand_Styles;117204

  • 2 months later...
  • 3 months later...
Posted
It is an animations mod so no damage values have been changed.

 

 

actually, the telekinesis mod changes the damage of force grip by changing a line in the player npc file.

 

FP_GRIP 4

 

this is a glitch (much like level 4 mind trick allowing you to possess the target) that causes force grip to do zero damage, no matter the duration.

this adds to the telekinesis effect of this mod.

brilliant, in my opinion, that he discovered that little gem.

Posted
FYI: animation mods don't stack together.

 

 

thats why i think EVERY single animation mod should include, in the readme, an exact list of all the changes made to the animation file. that way, if you want to combine animation mods, you can make changes yourself.

 

i combined the telekinesis mod with TFU animations by emailing the telekinesis creator and asking him for the animation line changes. then i just added them manually by myself to the mod. it would be less of a pain if every animation mod just came with a list of changes.

  • 1 month later...
Posted

I kind of did that toward the end of my animating. I'd put the // mark infront of the default line and then put the final animation below that. It wasn't as nice as a dedicated log, but it worked for me.

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