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Where are attack animations?


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6 réponses à ce sujet

#1
Guest_dewkl_*

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Is it possible to set a spider to play one of the attack animations it has? Not the web spit and overwhelm, I can find those in abi_base. However, I'm not sure where to find these generic animations. I've only found the human (player) animations.

I've just used the .xls files to find the animations so far, is there any third party software I can use to browse through all the available animations for a creature? And their ID's?

#2
Kilrogg_

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Have you tried c_spidera.atk_v1/v2/v3?



Not sure what the IDs are for those though (for non-cutscene use), I'm just searching through the .ani files.



If you can't find the IDs you could always extend ANIM_base and create your own IDs for the animations you want to use.

#3
Kilrogg_

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Oh and my trick for searching through animations is to just extract all .ani files from the core resource animations.erf and put them in a folder somewhere. Then I search through that folder with the Vista search box at the top of the window. This might not be as efficient on XP.

#4
FergusM

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If you can't find the IDs you could always extend ANIM_base and create your own IDs for the animations you want to use.


Wait, how is this done? You can just throw the file names and a new id in the 2DA and it will pick up the existing game resources?

I'm interested in extending vfx_base in this way, but copy/pasting an existing row and changing the name/id doesn't even work, much less trying to get another model.

Modifié par FergusM, 03 juillet 2010 - 10:20 .


#5
Kilrogg_

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I've extended ambient_ai and ABI_base, I haven't tried ANIM_base but I don't see why it wouldn't work. But then again this game works weird sometimes.

#6
Guest_dewkl_*

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Not sure what the IDs are for those though (for non-cutscene use), I'm just searching through the .ani files.

Those are the ones I'm looking for, but guess I'll have to create my own animation entries to get them since it only takes integer ID's.

FergusM wrote...
I'm interested in extending vfx_base in this way, but copy/pasting an existing row and changing the name/id doesn't even work, much less trying to get another model.

I have extended vfx_base and it works fine for me. I basically did what you're saying, I just copy/pasted from an existing row that was the most similar/starting point to my custom vfx.

#7
FergusM

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dewkl wrote...

FergusM wrote...
I'm interested in extending vfx_base in this way, but copy/pasting an existing row and changing the name/id doesn't even work, much less trying to get another model.

I have extended vfx_base and it works fine for me. I basically did what you're saying, I just copy/pasted from an existing row that was the most similar/starting point to my custom vfx.


Funny story, it checks for duplicate models (regardless of the name given) and throws those rows out. I thought "I should use an exact duplicate first, because then I call tell easily if it's working!" when in fact that only sabotaged my efforts. :happy:

Thanks for that comment, I had given up, but this made me look again.

Modifié par FergusM, 05 juillet 2010 - 07:54 .