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Warplock Jezzail

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Some weird people in rat costumes with a toy gun

There's some simple projectile model if you want visible bullet traces

Update 06/02/2019: changed the gunner's pose in stand and walk anims to better transit into attack and stand ready, shield is now TK, better lighting on portrait
Previews
Contents

jezzicon (Icon)

Warplock Jezzail (Model)

warpstone bullet (Model)

Reviews
Archian
I absolutely love this model :D Gave me a big smile, thanks for that :) Great execution :) Your animations suit the model and the concept perfectly. Thanks for providing an ingame screenshot.
Why so cool?
Hope you can make even more variants of skaven units.

And, of course, I believe in my favorite skavens
Chieftain Tretch Craventail and Warlord Queek Headtaker

I will wait for them to appear in your work)
 
nicely done! love that the front rat got its tail cut off and the stand 2 animation pointing out that the front rat is a slave
 
Hey! What are the optimal x y z and projectile timing values for this? I cant seem to make it look like the Bullet comes out at the right spot at the right time :(

This Model is absolutly fucking amazing, wow!
 
---------------------------------------------------------------------------------------|
  • Projectile Launch Y: 80
  • Projectile Launch Z: 100.00
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  • (Attack 1) Animation Backswing Point: 0.370
  • (Attack 1) Animation Damage Point: 0.150
---------------------------------------------------------------------------------------|
  • (Attack 2) Animation Backswing Point: 0.350
  • (Attack 2) Animation Damage Point: 0.150
---------------------------------------------------------------------------------------|

I Just had to post this! It looked sooo gooood!
 
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I think with how the model is going to be generally used as a long-range unit, the attack animation should be slightly slower so that damage point fits around 0.3 - 0.5.
I'm currently using them with 0.7 backswing and 0.170 damage point with 900 attack range.
It makes it easy to kite with the unit and it's quite potent with long range units.

Ofc this is subjective and what you use the unit model for is left to the each persons own discretion.
It's something to take into consideration though.
 
I think with how the model is going to be generally used as a long-range unit, the attack animation should be slightly slower so that damage point fits around 0.3 - 0.5.
I'm currently using them with 0.7 backswing and 0.170 damage point with 900 attack range.
It makes it easy to kite with the unit and it's quite potent with long range units.

Ofc this is subjective and what you use the unit model for is left to the each persons own discretion.
It's something to take into consideration though.

Never thought about it like this. Maybe I'll modify it slightly whenever I get to it
 
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