Quote: "
The way the ai scripts read the anims in the fpe has changed now, instead of populating the csi_ list, everything is placed in the ;anim section under
anim0 = xx,xx ;idle
anim1 = xx,xx ;move
anim2 = xx,xx ;kick
anim3 = xx,xx ;hurt
anim4 = xx,xx ;reload"
I know that of course.
And I can get the civilians to have an idle animation of my choice running, fair enough, but they don't go waypoints and don't interact. ok, will deal with that later.
What really bothers me is that when I place the UZI soldier with
;anim
animmax = 5
playanimineditor = 1
anim0 = 900,999 ;idle
anim1 = 685,707 ;move
anim2 = 5511,5553 ;kick
anim3 = 4812,4850 ;hurt
anim4 = 515,605 ;reload
he looks like holding an UZI. What he does.
When I place my Eissturmführer, who was imported via FBX2GG with the entire GG animation frames range applied AND
;anim
animmax = 5
playanimineditor = 1
anim0 = 900,999 ;idle
anim1 = 685,707 ;move
anim2 = 5511,5553 ;kick
anim3 = 4812,4850 ;hurt
anim4 = 515,605 ;reload
hammered into the FPE, it looks like holding a pistol. And that is something new.
See screenshot.
(Also his left foot is twisted, something I can't see in any other programm I open the X with.)
And there is also BSPs MP40 guy at the party. He has
;anim
animmax = 5
playanimineditor = 1
anim0 = 100,205 ;idle
anim1 = 685,707 ;move
anim2 = 5511,5553 ;kick
anim3 = 4812,4850 ;hurt
anim4 = 515,605 ;reload
And should therefore look like holding a pistol.
No, he doesnt, he acts really cool with the MP40. But in that case, I guess, BSP had custom animations and ranges done.
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate