How can I enable prone position?

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Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
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Location: Germany

Re: the prone position.....

Post by Aman/Pinguin »

If you want every Unit to use those animations, just put the anim files to BF2_ModTools\data_###\Sides\Common\munged and munge your sides.


If you want only one Unit to use it, change in munge.bat the red marked thing
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /dest human_0.zaf /comp_debug 0 /debug" Common
to something else, example:
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /dest human_prone.zaf /comp_debug 0 /debug" Common
and start the munge.bat.

Now put your human_prone.anims,human_prone.zaabin and human_prone.zafbin to BF2_ModTools\data_###\Sides\Common\munged

---Not sure about the following Part---


Lets say you want only your EP3 Clone Sniper to use the anim.

Go to BF2_ModTools\data_###\sides\rep\odf\rep_inf_ep3_sniper.odf

and put this line at the bottom of the file:

Code: Select all

AnimationName           = "human_prone"
Now munge your sides.

---Not sure about the Part above---
1z2x3c
3rd Warning
3rd Warning
Posts: 259
Joined: Mon Jul 16, 2007 3:22 am

Re: the prone position.....

Post by 1z2x3c »

how do you make your files in to a zaf and zaa files...
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: the prone position.....

Post by Aman/Pinguin »

Your anims, zaabin and zafbin files are created after you started the munge.bat. Not sure in which folder, I think in BF2_ModTools\assets\common\MUNGED. Just use the windows search function.
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