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Multiple Anims?

Posted: Sun Aug 28, 2011 3:40 am
by yuke5
So, I've come across these two really cool anims. One is meant for a rife, and the other a pistol. However, I can't get them to both show up. Here's my odf,
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"

AnimationName = "CHKW1"

AnimationName = "elite"
Is it possible to have two anims in the same odf? If so how?
Thank you

-yuke5

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 3:46 am
by THEWULFMAN
It is not possible to load more than one animation file per odf. However this could simply be solved by munging both animations into a single animation file.

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 3:53 am
by yuke5
Okay. Well, one of them I got premunged, so I don't know if I can do it. Oh well, it's not the end of the world. I'll still have one really cool anim left.

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 4:26 am
by DarthD.U.C.K.
what anim is it? maybe the unmunged source is around too...

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 4:35 am
by yuke5
The munged anim I got as a reload anim. It's actually, stock but I can't seem to find it because it's well, hidden. It's okay though, I'm totally fine with just having one animation, you guys don't have to look into it any further.

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 4:36 am
by DarthD.U.C.K.
all stock weapon reloadanims are in the human_number folders.

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 5:27 am
by yuke5
Yeah, but this isn't a stock reload anim. It's a stock anim, but untweaked it is not a reload anim.

Re: Multiple Anims?

Posted: Sun Aug 28, 2011 6:30 am
by AQT
It doesn't need to be a reload animation to be used as one. Just rename the MSH file to [prefix]_[animationbank]_[position]_reload.msh, and that should be fine to munge.