Tired of your War Dag that don't bite?
A War Dag that just bumps into big burly men, thinking they'd fall?
A War Dag that just eats all your sausages, and just keeps on getting fat?
Is that even a War Dag* anymore?
Then I've got something just for you!
This Add-on gives your War Dag a shot of Terribile-lycanthropus-diritatis (TLD)**, a powerful toxin taken from the mouth of an unknown creature.
Bite them ankles, Dag!
Leap and have these so-called men smell your knackers, Dag!
See it here in action!
Get your dose of TLD right here and turn your Wussy War Dag into a Wicious Warg......Dag!
Features:
Special Attack Animations for Your Dag: Bite & Leap
Bite - Damage will depend on how many chickens you've fed your dag. Chance occurrence will depend on Boar Meat.
Leap - Can knock down enemies. Chance occurrence will depend on how much cattle meat you've fed your dag.
A War Dag that just bumps into big burly men, thinking they'd fall?
A War Dag that just eats all your sausages, and just keeps on getting fat?
Is that even a War Dag* anymore?
Then I've got something just for you!
This Add-on gives your War Dag a shot of Terribile-lycanthropus-diritatis (TLD)**, a powerful toxin taken from the mouth of an unknown creature.
Bite them ankles, Dag!
Leap and have these so-called men smell your knackers, Dag!
See it here in action!
Get your dose of TLD right here and turn your Wussy War Dag into a Wicious Warg......Dag!
Features:
Special Attack Animations for Your Dag: Bite & Leap
Bite - Damage will depend on how many chickens you've fed your dag. Chance occurrence will depend on Boar Meat.
Leap - Can knock down enemies. Chance occurrence will depend on how much cattle meat you've fed your dag.
Instructions:
[list type=decimal]
[*]Download the add-on here: Download
[*]Paste all files into your Viking Conquest Folder
[*]Go to your module.ini file and right below the last "load_mod_resource" line, add "load_mod_resource = tld_animations"
[*]Play!
[/list]
[list type=decimal]
[*]Download the add-on here: Download
[*]Paste all files into your Viking Conquest Folder
[*]Go to your module.ini file and right below the last "load_mod_resource" line, add "load_mod_resource = tld_animations"
[*]Play!
[/list]
- This is made possible by TLD's open source animations & code. I've added these in TLD and just wanted to share with the community at large.
- Sharing this could also mean that someone would improve the code and animations If so, please feel free! Only condition is that it becomes open source too!
- This is considered done. I've only tested it on some looters, but it should work properly. Please report here if there are any bugs.
- All feedback is welcome!
- Last but not least, if people like this, I have plans on adding a quest that results in either:
-- A) A companion who has his own Wolf Companion
-- B) Hireable troops that have their own wolf/dag companions! (% Chance they bring it to the field)
-- C) Why not both?
- Only thing is that I ask people to write all dialogues and quest design for me. I have no time for it, unfortunately. I can only code
- Sharing this could also mean that someone would improve the code and animations If so, please feel free! Only condition is that it becomes open source too!
- This is considered done. I've only tested it on some looters, but it should work properly. Please report here if there are any bugs.
- All feedback is welcome!
- Last but not least, if people like this, I have plans on adding a quest that results in either:
-- A) A companion who has his own Wolf Companion
-- B) Hireable troops that have their own wolf/dag companions! (% Chance they bring it to the field)
-- C) Why not both?
- Only thing is that I ask people to write all dialogues and quest design for me. I have no time for it, unfortunately. I can only code
Code:
Add this right before the first unused human animation:
# Fly back animation - TLD - Kham
["strike_fly_back", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_striked|amf_play|amf_accurate_body|amf_restart|amf_client_prediction,
[0.59, "ani_fall_flyback1_med_rise", 0, 15, arf_blend_in_2|arf_make_custom_sound, pack2f(0.4, 0.0), (0.19,-2.7,0), 0.5],
[0.62, "ani_fall_flyback1_far_rise", 0, 15, arf_blend_in_2|arf_make_custom_sound, pack2f(0.4, 0.0), (0.19,-4.4,0), 0.5],
],
#remember to comment out 1 unused human animation
Add the below right before the first unused horse animation:
# Animal attack anims... TLD - Kham
["leapattack", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_rear|amf_play,
[1.2, "wargLeapAttack", 0, 20, arf_blend_in_4|arf_use_walk_progress,pack4f(0.15,0.16,0.65,0.66), (0, 0, 0), 0.9]
],
["bear_slap_right", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_rear|amf_play|amf_client_prediction, [1.3, "bear_slap_right", 1, 45, arf_blend_in_4|arf_use_walk_progress,pack4f(0.15,0.16,0.65,0.66), (0, 0, 0), 0.9]],
["bear_uppercut", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_rear|amf_play|amf_client_prediction, [1.3, "bear_uppercut", 44, 93, arf_blend_in_4|arf_use_walk_progress,pack4f(0.15,0.16,0.65,0.66), (0, 0, 0), 0.9]],
["spider_attack", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_rear|amf_play|amf_client_prediction, [1.25, "spider_attack", 1, 33, arf_blend_in_4|arf_use_walk_progress,pack4f(0.15,0.16,0.65,0.66), (0, 0, 0), 0.9]],
["wolf_snap", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_priority_rear|amf_play|amf_client_prediction, [1.25, "wolf_snap", 1, 55, arf_blend_in_4|arf_use_walk_progress,pack4f(0.15,0.16,0.65,0.66), (0, 0, 0), 0.9]],
# Make sure to comment out 5 unused horse animations
Code:
Add the below as the last script:
#TLD - Kham - Count Enemy Agents START
# script_count_enemy_agents_around_agent
# This script checks an agent for being surrounded by enemy agents, reg0 stores the number of agents
# param1: agent to check; param2: max_distance
("count_enemy_agents_around_agent",
[
(store_script_param, ":agent_no", 1),
(store_script_param, ":distance", 2),
(assign, reg0, 0),
(try_begin),
(ge, ":agent_no", 0),
(agent_get_position, pos1, ":agent_no"),
(agent_get_team, ":team_a", ":agent_no"),
(try_for_agents, ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_get_position, pos2, ":cur_agent"),
(get_distance_between_positions, ":dist", pos1, pos2),
(lt, ":dist", ":distance"),
(agent_get_team, ":team_b", ":cur_agent"),
(teams_are_enemies, ":team_a", ":team_b"),
(val_add, reg0, 1),
(try_end),
(try_end),
]),
#TLD - Kham - Count Enemy Agents END
*Dags:
**I don't know latin.
**I don't know latin.