Someone to test animations

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bamdur123
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Someone to test animations

Post by bamdur123 »

I have atempted prone in bf2, it would be the crouch, i remade human_0.zaabin and zafbin, not sure if you put this in common.lvl or what, can somebody test it for me. USES RIFLE ANIMATION BANK

link: http://www.gamefront.com/files/20063436 ... e_test.zip
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Re: Someone to test animations

Post by Darth_Spiderpig »

When pressing crouch, guess what, he crouches. :(
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Re: Someone to test animations

Post by bamdur123 »

using the anhimation i uploaded? hm... would i need to make a new animation bank or something?
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Re: Someone to test animations

Post by Darth_Spiderpig »

No, but renaming your prone msh to the exact same name than the crouch msh in the human_0 folder before munging your animset.
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Re: Someone to test animations

Post by Teancum »

You can't just go prone via animations. It's also a "state" that was removed. Even if you could make it look like they're prone you any time they'd fire they'd go back into a crouch position. Many veterans have tried, all have failed.
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Re: Someone to test animations

Post by SAMofBIA »

@Teancum, theres a first time for everything.
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Re: Someone to test animations

Post by bamdur123 »

@teamcum again, not if u change the shoot animations (which i did..), but then again collision might be messed up
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Re: Someone to test animations

Post by Teancum »

You're missing the point. The animations are an extremely small part of a bigger problem. I was able to do prone animations a long time ago as an experiment for the Convo Pack. That part is easy. What I couldn't do was tell the game to treat the character as prone, because the prone "state" is gone. What that means is no matter how you set up the animations shots, camera, etc will still treat it as though the player is crouching.

Take a look at \BF2_Tools\data\Common\odfs\com_inf_default.odf, a file which can define the camera and movement for those states. *MAYBE* you can replace one of those states, such as crouch, but your custom side would have to use a custom com_inf_default.odf or tie those back into your custom side odfs and not point them to com_inf_default at all, as that file is a part of ingame.lvl and would break everything compatibility-wise to replace.

If you're really serious another way to see if the prone state (known below as a posture) works at all is to create a simple .combo file that forces a jedi to go into the prone state. Pysch0fred has a documented .combo file at the link below, and I've copied the relevant parts hare:

http://www.secretsociety.com/forum/down ... /combo.txt
Hidden/Spoiler:
//Posture("<posture>"[, "<posture>"][, ...]);
// Sets the soldier postures allowed in this state; defaults to "All"
// The soldier will be forced into one of the postures, if
// possible, and will abort to IDLE state if not.
// <posture> string param; values:
// "All", "Any" - All postures
// "Stand" - soldier is standing
// "Crouch" - soldier is crouching
// "Prone" - soldier is prone
// "Sprint" - soldier is sprinting
// "Jump" - soldier is jumping
// "RollRight" - soldier is rolling to the right
// "RollLeft" - soldier is rolling to the left
// "Jet" - soldier is jet jumping
// "Roll" - synonym for "RollLeft","RollRight"
// "!<posture>" - except a posture
Posture("Stand"); // must be standing
You'll basically have to to set the posture to prone and ensure you have _prone animations that you've munged. If done correctly and the code still works the character should go prone, which would tell us whether the code is physically there to go prone.
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