How can I enable prone position?

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1z2x3c
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How can I enable prone position?

Post by 1z2x3c »

you know how it goes... stand .. crouch... prone.... well in bf2 there is only stand and crouch.. is there any way to enable prone?..... i se its set up in the scripst folder in global.. but you cant go prone.. i want to know how to set it to go prone.... or set make it to allow you to go prone... even in the hint nodes... they have settings for prone
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Re: the prone position.....

Post by Fingerfood »

It's impossible. Tean' made an animation for it, but nothing more.
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Re: the prone position.....

Post by 1z2x3c »

darn... i realy wanted to aply it... maby lucas arts know s how... but not like we ever talk to them... u know
theultimat
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Re: the prone position.....

Post by theultimat »

I'm not very experienced at woking with animations, but couldn't you just paste the lines of the prone anims file madde by Tean into the unit you want to go prone's anims file?
1z2x3c
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Re: the prone position.....

Post by 1z2x3c »

never done anims... maby we shold pm tean to ask him to try it... i could work... i guess... we could also replace crouch w/ prone... if you wnat that instead.. i guess
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Re: the prone position.....

Post by MercuryNoodles »

If I remember correctly, Tean's anim is only the prone stance itself, and doesn't include the movement animations. The end result is you pop back into the crouch position whenever you move. Pandemic took out much of the prone stuff, except the odf codes related to it and maybe a few other minor things.

Btw, I wouldn't recommend bothering him about making animations for prone, since he's probably busy with the Conversion Pack.
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Re: the prone position.....

Post by 1z2x3c »

oh yay better not.... teans busy
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Re: the prone position.....

Post by MandeRek »

Jedi use a combo file, which says what animation to play, how, and what button need to be pressed and how..

For them you could make prone i think. Add indeed new crawling anims, and prone_idle_emote, then you'll need prone_pistol_blabla and prone_rifle blabla.. If you're not skilled with XSI, then this is REALLY not what you want to go through, unless you master it and are able to do this in a day..

I say; get it out of your mind.. :|
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Re: the prone position.....

Post by 1z2x3c »

HA...A DAY... WHO COULD DO THAT
... i cant...
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Re: the prone position.....

Post by theultimat »

AH HA! Couldn't you copy the prone anims from the BF1 modtools assets! Would that work?
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Re: the prone position.....

Post by MandeRek »

theultimat wrote:AH HA! Couldn't you copy the prone anims from the BF1 modtools assets! Would that work?
That might be a really good idea! You can try, and rename all prone parts in crouch..

This would mean a soldier prones when you press crouch.. I think a soldier-unit has no combo file, so you couldn't 'add' it, only replace..

(VETERAN MODDERS: does a normal unit has a combo file? or is it hardcoded?)
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Re: the prone position.....

Post by 1z2x3c »

i think its a combo file .... but i am known to be wrong... alot.... most the time.... so... yay..
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Re: the prone position.....

Post by Aman/Pinguin »

Me and a friend got the prone anims working once. Full, with move animations and so on.
I don't remember everything, but actually we just replaced the SWBF2 crouch animations with the SWBF1 prone animations.
And you should set some movespeeds a bit slower...looks wierd if you move fast to the left while proning (correct spelling?)

A few problems though, which are AFAIK hardcoded:
  • When you prone, your shoots will still come out from the default point
  • If you zoom (as sniper) in prone animation, you will look through the view of the stand animation - very unfair if you hide behind something like a crate, because you can see and shoot other players, but they can't see you
  • You can't crouch anymore
  • Some other, but I'm not sure what it was
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Re: the prone position.....

Post by YouJediJunkie »

Aman/Pinguin wrote:Me and a friend got the prone anims working once. Full, with move animations and so on.
I don't remember everything, but actually we just replaced the SWBF2 crouch animations with the SWBF1 prone animations.
And you should set some movespeeds a bit slower...looks wierd if you move fast to the left while proning (correct spelling?)

A few problems though, which are AFAIK hardcoded:
  • When you prone, your shoots will still come out from the default point
  • If you zoom (as sniper) in prone animation, you will look through the view of the stand animation - very unfair if you hide behind something like a crate, because you can see and shoot other players, but they can't see you
  • You can't crouch anymore
  • Some other, but I'm not sure what it was
Hehe, exactly as I thought. Me and a guy were doing a map ages ago and we wanted to have the prone animation, and our idea was to replace it with the crounch one. We never tested it, but we were 99% sure on the matter. Nice to have it confirmed. :atatpilot:
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Re: the prone position.....

Post by theultimat »

Ok, so I've renamed everything how it should be. Now...how do I munge it? Oh, and I copied over human_0 from the assest and pasted it into my animation folder; that's where I did the renaming. So. How do I muge it? I ran the munge.bat file - only to get one file called human_0.ZAF, which is useless, right?
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Re: the prone position.....

Post by Aman/Pinguin »

Your new files should be located here:

BF2_ModTools\assets\common\MUNGED
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Re: the prone position.....

Post by theultimat »

Your new files should be located here:

BF2_ModTools\assets\common\MUNGED
That folder doesn't exist. :|
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Re: the prone position.....

Post by Aman/Pinguin »

Open the munge.bat and look what path it munged to.
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Re: the prone position.....

Post by 1z2x3c »

ultima... create the munged file and put them in there
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Re: the prone position.....

Post by theultimat »

Aman/Pinguin wrote:Open the munge.bat and look what path it munged to.
This is all that's in the file munge.bat:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest human_0.zaf /comp_debug 0 /debug" Common
Munge_Animation.bat:

Code: Select all

@REM called from $\Animations\type\subfolder\
@REM   all params are passed to zenasset
@REM   if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
@if "%MUNGE_BIN_DIR%"=="" (
	@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
	@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
)

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal
Which file do I edit, and what do I edit?

YAY! I've solved that bit, but now how do I tell which unit to use those animations?
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