Trouble setting up new walk animation

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Snork
Lieutenant General
Lieutenant General
Posts: 669
Joined: Thu Jun 07, 2007 3:34 pm
Games I'm Playing :: SWBF2 and Minecraft
xbox live or psn: No gamertag set
Contact:

Trouble setting up new walk animation

Post by Snork »

I've made and exported (correctly, I'm sure of it) a new walk animation for a map I'm making. I can't seem to get the game to use the right file.


zombie_sabre_stand_walkforward is the name of the animation in question, and I'm munged it all properly into zombie.anim and whatnot.

Zombie odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_countdooku.msh"

[Properties]
AISizeType = "HOVER"

ClothODF = "cis_inf_countdooku_cape"
GeometryName = "cis_inf_countdooku"
GeometryLowRes = "cis_inf_countdooku_low1"
AnimationName = "zombie"

MaxHealth = 1500.0

MaxSpeed = 1.0
MaxStrafeSpeed = 0.5
MaxTurnSpeed = 0.35
JumpHeight = 0.0

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "sk4_weap_zombiehand"
WeaponAmmo1 = 0[/code]

zombiehand (really just dooku's lightsaber with battledroid arm, combo file is stock dooku combo for now)
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "sk4_weap_zombiehand"
//ComboAnimationBank = "human_sabre melee cis_hero_countdooku"
ComboAnimationBank = "human_sabre melee sk4_inf_zombie"

FirePointName = "hp_fire"
LightSaberLength = "0.000001"
LightSaberWidth = "0.000001"
LightSaberTexture = ""
LightSaberTrailColor = "0 0 0 0"[/code]
What do I need to name the animation? How do I set it up? Why am I here? What is the meaning of life? Thanks GT for any help
User avatar
Firefang
Major
Major
Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Trouble setting up new walk animation

Post by Firefang »

User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Trouble setting up new walk animation

Post by DarthD.U.C.K. »

im not sure whether the walkforwardanims are used on pc. you can make a copy of the anim, call it _runforward and see if the anim is ingame then.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Trouble setting up new walk animation

Post by THEWULFMAN »

DarthD.U.C.K. wrote:im not sure whether the walkforwardanims are used on pc. you can make a copy of the anim, call it _runforward and see if the anim is ingame then.


They are, but you have to have a controller with a mini-joystick to use them, Like me :P
User avatar
Snork
Lieutenant General
Lieutenant General
Posts: 669
Joined: Thu Jun 07, 2007 3:34 pm
Games I'm Playing :: SWBF2 and Minecraft
xbox live or psn: No gamertag set
Contact:

Re: Trouble setting up new walk animation

Post by Snork »

Thanks guys :) very helpful. My zombie map is moving forward :D
Post Reply