Blue Dragon animations (notes)

I just noticed the Blue Dragon animations [.gr2] are labelled screwy.

“c_bluedragon_UNA_1attack01” - breath attack (should be a melee attack)
“c_bluedragon_UNA_1attack02” - okay (is the melee attack)
“c_bluedragon_UNA_1attack03” - tailslap attack (should also be a melee attack)

The red and black (and i believe bronze) dragons use the following labels for breath and tailslap anims:

UNA_breathattack01
UNA_tailslap

Further, the red/black/bronze dragons use this for wing-buffet attack:

specialattack01

but the Blue has a unique ani:

“c_bluedragon_UNA_fly”

which makes it jump up in the air and land again (which is suitable for the wing-buffet atk.)

 
/fyi

ps. Don’t trust the nwscript constants (for Appearance.2da) either. looks like several rows of Nwn1 dragons got taken over by SoZ models:

switch (GetAppearanceType(oDragon))
{
    case APPEARANCE_TYPE_DRAGON_BLACK:  // #41
//  case APPEARANCE_TYPE_DRAGON_BRASS:  // #42 -> "Wagon_Light01_X2"
//  case APPEARANCE_TYPE_DRAGON_COPPER: // #43 -> "Wagon_Light02_X2"
//  case APPEARANCE_TYPE_DRAGON_SILVER: // #44 -> "Wagon_Light03_X2"
//  case APPEARANCE_TYPE_DRAGON_BRONZE: // #45 -> "GrayOrc"
//  case APPEARANCE_TYPE_DRAGON_GOLD:   // #46 -> "Yuan-Ti_Herald_NX2"
//  case APPEARANCE_TYPE_DRAGON_BLUE:   // #47 -> "NPC_Sasani_NX2_MaleOnly"
//  case APPEARANCE_TYPE_DRAGON_GREEN:  // #48 -> "NPC_Volo_NX2_MaleOnly"
    case APPEARANCE_TYPE_DRAGON_RED:    // #49
//  case APPEARANCE_TYPE_DRAGON_WHITE:  // #50 -> "NPC_Septimund_NX2"
    case 16:                            // "Dragon_Bronze"
    case 17:                            // "Young_Bronze_NX1" // APPEARANCE_TYPE_BEETLE_SLICER
    case 20:                            // "Young_Blue_NX1"   // APPEARANCE_TYPE_BEETLE_STINK
    case 1015:                          // "Dragon_Blue_NX1"
}
3 Likes

That’s going to be one tough grey orc … or a very weak bronze dragon… Or wagon as the case may be.

PJ

3 Likes

big blue : Nest’tr’ryu

uh…

I see someone has turned the om camera lock off… :wink:

here’s what my console looks like when playing SoZ

debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0
debugmode 1
toggleoverlandcamera
debugmode 0

Character mode is my fave on the OL …

At that point you should just edit the areas to turn off locked camera and keep them in your override or something.

that’s what i’d like to do (I already have all areas in directory-mode)

but this is all i see that could be relevant in area Properties:

OverlandCameraDistance (int 25)
OverlandCameraPitch (int 40)
OverlandCameraYaw (int 0)
OverlandMap (bool TRUE)

 
I haven’t tried toggling off “OverlandMap” … do you figure that’s purely a cameralock, or might it affect other aspects of the OL?

edit: for example there is a function int GetIsOverlandMap(object oArea);

that gets used in various scripts …