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Getting 9pose Anims Ingame [Solved]
Posted: Fri Nov 28, 2008 6:39 am
by VF501
Ive made a custom human_9pose animation. So far it only works if I replace the main ingame.lvl. Is there a way to call a custom ingame.lvl with the .lua from gamedata\addon\***\data\_lvl_pc? I've tried ("dc:ingame.lvl") but so far it only causes the error below.
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to index a nil value
stack traceback:
(none): in function `IFObj_fnSetVis'
(none): in function <(none):677>
Re: Getting 9pose Anims Ingame
Posted: Fri Nov 28, 2008 8:23 pm
by Master_Ben
If the dc:ingame causes crashing, maybe look at the custom ingame discussion in the FAQ if you haven't yet.
Re: Getting 9pose Anims Ingame
Posted: Fri Nov 28, 2008 9:10 pm
by FragMe!
You need to have two ingame.lvl calls
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
They have to be in that order.
Also unless you have slimmed down the ingame.req you will get a bunch of severity 2 errors saying alot of stuff is already loaded.
Re: Getting 9pose Anims Ingame
Posted: Fri Nov 28, 2008 9:40 pm
by Master_Ben
What is a "9pose animation" anyway? Default stance or something?
Re: Getting 9pose Anims Ingame
Posted: Sat Nov 29, 2008 5:36 am
by VF501
Thanks FragMe, exactly what I needed to know. Couldn't find anything on that as it pertained to 9pose.

Re: Getting 9pose Anims Ingame
Posted: Sat Nov 29, 2008 6:21 am
by DarthD.U.C.K.
Master_Ben wrote:What is a "9pose animation" anyway? Default stance or something?
thats an anim that defines how units sit on a vehicle or how vehicles do stuff when they move
Re: Getting 9pose Anims Ingame
Posted: Sat Nov 29, 2008 9:21 am
by AceMastermind
VF501 wrote:Is there a way to call a custom ingame.lvl with the .lua from gamedata\addon\***\data\_lvl_pc?
http://www.gametoast.com/forums/viewtop ... 37#p221937