What U sayin' dawg?
MAXHARDMAN said:to AWdeV
For lying-down version of crossbowmen have more complicated situation , how shoot from castle wall and its will be so imbalance . Now sit on knees have all types units.
For make parallel shields need edit item module , not animation . Maybe I make it for Native separately from basic mod. ( with many other things of cause )
Me too. The spinning sword is just silly, while the horizontal bow is odd.Knil said:Liked everything except the horizontal bow shooting and the sword spinning draw. Nice work!
I think it'd be nigh-impossible to make that.FrisianDude said:I just read that keeping the shield on the back and turning around would be terrible for your balance and you'd probably fall over if you tried. Would it instead be possible to animate it so that the shield is put in front of the crossbowman and that he then reloads as normal?
FrisianDude said:I just read that keeping the shield on the back and turning around would be terrible for your balance and you'd probably fall over if you tried. Would it instead be possible to animate it so that the shield is put in front of the crossbowman and that he then reloads as normal?
I know, but hey, worth asking.Ambalon said:I think it'd be nigh-impossible to make that.
Sorry no , because pavise/herald shield and any round have different view. I check only in 3 face( this animation work not only for player but for units too )DanAngleland said:Max, you are a very skilled modder, these are cool animations
A question though; have you tried the 1st person view with your new throwing animations? I just wondered whether the shield might block the sight of your character, as it did in M&B Native when throwing.
FrisianDude said:No, not really. They'd have put the shield down in front of them instead of keep it on the back. If you get arrows in your shield while it's on your back there's still a chance you get hurt.
I know, but hey, worth asking.Ambalon said:I think it'd be nigh-impossible to make that.
Psiphoon said:I actually meant drop item, spawn object, remove object when it's picked up again with the f key. But that would be for another mod I guess.