By more functionality I mean it can make automatically make acceleration and deceleration and maybe smooth turns and stuff.
But the program would have to save in the same numerical format (open save files with notepad to check) as Zero edits anm files (but it doesn't have to specify objects the same way)
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(10.00, 0.00, 17.63, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(30.00, 0.00, 17.63, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(40.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(60.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
Theoretically and potentially this is maybe a way to making object animations for swbf2 WAY easier.
Hey, anyone know what pandemic used? It would have to be swBF2 compatible and probably less clumsy than ZE.
or not cause the in game animations are pretty simple, with no acceleration or deceleration like you'd see in say, a gunship take off and landing or drop off.
Not just the float-downs like in campaign.


