Here's how I've managed to get the Roman characters working so far.
Firstly, I think I created a new ai .lua script in the Classics folder of the scriptbank using the Crusader ai .lua script. You just need to copy and paste the file back into the same Classics folder, then open it in Notepad and rename all of the parts in the .lua file and also the filename itself where it's 'crusader' to 'roman'. After this, change the numbers in the SetAnimationFrames(211,232) to those here in brackets.
SetAnimationFrames(0,246)
roarstart[e]=564
roarend[e]=627
hurtstart[e]=1013
hurtend[e]=1032
attackdistance[e]=75
attackstart[e]=463
attackend[e]=514
damageframestart[e]=1013
damageframeend[e]=1032
Next skip to the attack sequence section and change the animations to the numbers as follows:
attacktype[e] = math.random(1,2)
if attacktype[e] == 1 then
attackstart[e]=410
attackend[e]=434
damageframestart[e]=415
damageframeend[e]=419
end
if attacktype[e] == 2 then
attackstart[e]=472
attackend[e]=514
damageframestart[e]=479
damageframeend[e]=490
end
Some of these settings might not be spot on, but they're as close as I could work out from Fragmotion and my limited attempts. One problem is that I can't seem to get the death animation set working, which is strange. Here are the settings for the animations for the .fpe files.
;animationinfo
;animmax = 100
;anim0 = 0,246
;anim1 = 0,246
;anim2 = 247,278
;anim3 = 247,278
;anim4 = 247,278
;anim5 = 247,278
;anim6 = 247,278
;anim7 = 247,278
;anim8 = 247,278
;anim9 = 247,278
;anim10 = 0,1
;anim11 = 628,650
;anim12 = 628,650
;anim13 = 650,680
;anim14 = 279,296
;anim94 = 412,436
;anim95 = 436,460
;anim96 = 460,484
;anim97 = 484,514
;anim98 = 538,565
;anim99 = 512,536
animspeed = 100
animmax = 1
anim0 = 0,246
playanimineditor = 1
;ignorecsirefs = 1
;anim0 = 0,246 ;idle
;anim1 = 247,278 ;cammina
;anim2 = 628,650 ;attacco
;anim3 = 650,680 ;morte
;AIAnims
csi_relaxed1 = 0,246
csi_relaxed2 = 0,246
csi_relaxedmovefore = 250,278
csi_cautious = 211,232
csi_cautiousmovefore = 250,278
csi_unarmed1 = 409,434
csi_unarmed2 = 409,434
csi_unarmedconversation =
csi_unarmedexplain =
csi_unarmedpointfore =
csi_unarmedpointback =
csi_unarmedpointleft =
csi_unarmedpointright =
csi_unarmedmovefore = 250,278
csi_unarmedmoverun = 279,296
csi_unarmedstairascend =
csi_unarmedstairdecend =
csi_unarmedladderascend1=
csi_unarmedladderascend2=
csi_unarmedladderascend3=
csi_unarmedladderdecend1=
csi_unarmedladderdecend2=
csi_unarmeddeath = 628,651
csi_unarmedimpactfore =
csi_unarmedimpactback =
csi_unarmedimpactleft =
csi_unarmedimpactright =
csi_inchair =
csi_inchairsit =
csi_inchairgetup =
csi_swim =
csi_swimmovefore =
csi_stoodnormal = 0,246
csi_stoodrocket =
csi_stoodfidget1 = 0,246
csi_stoodfidget2 = 0,246
csi_stoodfidget3 = 0,246
csi_stoodfidget4 = 0,246
csi_stoodstartled =
csi_stoodpunch = 512,536
csi_stoodkick = 538,568
csi_stoodmovefore = 250,278
csi_stoodmoveback = 250,278
csi_stoodmoveleft = 250,278
csi_stoodmoveright = 250,278
csi_stoodstepleft =
csi_stoodstepright =
csi_stoodstrafeleft =
csi_stoodstraferight =
csi_stoodturnleft =
csi_stoodsubtleturnleft =
csi_stoodvault =
csi_stoodmoverun = 280,294
csi_stoodmoverunleft = 2557,2576
csi_stoodmoverunright = 2557,2576
csi_stoodreload =
csi_stoodreloadrocket =
csi_stoodwave =
csi_stoodtoss =
csi_stoodfirerocket =
csi_stoodincoverleft =
csi_stoodincoverpeekleft =
csi_stoodincoverthrowleft =
csi_stoodincoverright =
csi_stoodincoverpeekright =
csi_stoodincoverthrowright =
csi_crouchidlenormal1 =
csi_crouchidlenormal2 =
csi_crouchidlerocket =
csi_crouchdown =
csi_crouchdownrocket =
csi_crouchrolldown =
csi_crouchrollup =
csi_crouchmovefore =
csi_crouchmoveback =
csi_crouchmoveleft =
csi_crouchmoveright =
csi_crouchmoverun =
csi_crouchreload =
csi_crouchreloadrocket =
csi_crouchwave =
csi_crouchtoss =
csi_crouchfirerocket =
csi_crouchimpactfore =
csi_crouchimpactback =
csi_crouchimpactleft =
csi_crouchimpactright =
csi_crouchgetup =
csi_crouchgetuprocket =
Again, these might not be spot on so any improvements gladly received! It's all a bit of a work in progress, but it seems to be progressing so I thought I'd share what I had so far. If anyone can get the death animations working, it would be great to know how!