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Trouble setting up new walk animation

Posted: Thu Apr 07, 2011 9:17 pm
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

Re: Trouble setting up new walk animation

Posted: Thu Apr 07, 2011 9:39 pm
by Firefang

Re: Trouble setting up new walk animation

Posted: Fri Apr 08, 2011 9:35 am
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.

Re: Trouble setting up new walk animation

Posted: Fri Apr 08, 2011 9:54 am
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

Re: Trouble setting up new walk animation

Posted: Fri Apr 08, 2011 2:28 pm
by Snork
Thanks guys :) very helpful. My zombie map is moving forward :D