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Location of animationbank

Posted: Wed Mar 05, 2014 12:12 pm
by TWINKEYRUNAWAY
I noticed a lot of odf' files use this line to find certian animations for weapons.

"AnimationBank" or somethnig like
AnimationBank = "rifle"

There is a few things I would love to experiment with if I knew where the location of this animation bank was. Perhaps it has a different folder name or something. And help would be most appreciated.

Re: Location of animationbank

Posted: Wed Mar 05, 2014 12:51 pm
by AceMastermind
[color=#FF8040]psych0fred's AnimationSystem.txt[/color] wrote:
Hidden/Spoiler:
[code]Weapon ODFs:
AnimationBank = "[<character>_]<weapon>"
<character>_ defaults to 'human_'.
Specifies the weapon type used by this weapon for animation,
which must either be a standard type or a type previously defined
with CustomAnimationBank (see below).
At run time, <character> is ignored, since the character type is
based on the soldier wielding the weapon.
Generates a requirement for <character>_<weapon>_* animations
which requires a zaabin containing the given animations. If the
animations in question are in a weapon specific bank, i.e.
gam_melee_* to be found in gam_melee.zaabin, it is useful to
specify <character> in order to generate the correct requirement.

ex. AnimationBank = "rifle"

CustomAnimationBank="[<character>_]<weapon> <parent> [alert|noalert]"
Defines a custom weapon type used by this weapon for animation
and its relationship to the weapon hierarchy.
<character>_ defaults to 'human_'.
<parent> must either be a standard type or a type previously
defined with CustomAnimationBank.
If alert or noalert is specified, the weapon will either support
alert postures or not. If not specified, it will inherit the
alert support of its parent weapon.
At run time, <character> is ignored, since the character type is
based on the soldier wielding the weapon.
Generates a requirement for <character>_<weapon>_* animations
which requires a zaabin containing the given animations. If the
animations in question are in a weapon specific bank, i.e.
gam_melee_* to be found in gam_melee.zaabin, it is useful to
specify <character> in order to generate the correct requirement.

ex. CustomAnimationBank = "leia_pistol pistol alert"[/code]
In the case of AnimationBank = "rifle", the raw 3rd person rifle animations are located here:
  • BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0 and human_1
Initial munge output is here:
  • BF2_ModTools\data\Common\munged
ingame.req

Code: Select all

REQN
    {
        "animbank"
        "human" //<====
        "humanfp"
        "humanlz"
    }
They are munged and packed in the ingame.lvl