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Animations not working? [Solved]

Posted: Sun Jan 18, 2015 11:55 pm
by superimperial11
So I finally decided to put the Z6 rotary blaster cannon for my jet trooper unit but when I put z6gunner (the munged .anims, .zaabin, and , .zafbin) part for the AnimationBank the Bf2log tells me that it doesn't know what it is.
Here is my .odf:
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_chaingun"
GeometryName = "rep_weap_inf_z6_rotary_blaster_cannon.msh"

[Properties]
GeometryName = "rep_weap_inf_z6_rotary_blaster_cannon"
HighResGeometry = "rep_weap_inf_z6_rotary_blaster_cannon"
OrdnanceName = "rep_weap_inf_z6_rotary_blaster_cannon_ord"

SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5

AnimationBank = "z6gunner"
HUDTag = "rep_weap_inf_z6_rotary_blaster_cannon"

//******************************************************
//*************** SOUND ****************
//******************************************************

ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

WarmUpSound = "rep_weap_inf_chaingun_spin"
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2

BarrelSound = "rep_weap_inf_chaingun_fire"
BarrelSoundFadeInTime = 0.2
BarrelSoundFadeOutTime = 0.1
[/code]

Re: Animations not working?

Posted: Mon Jan 19, 2015 12:00 am
by AQT
Have a look at your own topic: http://www.gametoast.com/viewtopic.php?p=511781

That's supposed to be the AnimationName that goes in a unit's ODF.

Re: Animations not working?

Posted: Mon Jan 19, 2015 1:30 am
by superimperial11
AQT wrote:Have a look at your own topic: http://www.gametoast.com/viewtopic.php?p=511781

That's supposed to be the AnimationName that goes in a unit's ODF.
Thanks AQT. I just realized how ignorant I have been being.