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Importing Animations [Solved]

Posted: Sat Nov 22, 2014 7:32 pm
by Hill400
Hello,
I've recently been trying to test a few things out in terms of switching heroes. I've been trying to get Count Dooku to work as Republic hero but he always has a hunched back and weird animations, like when he does an aerial attack, he can't attack afterwards. Keep in mind I'm trying to get the exact same Count Dooku from "cis" to "rep"; all I want is his animations brought from "cis" to "rep". Any and all help is appreciated, thanks!

Re: Importing Animations

Posted: Sat Nov 22, 2014 11:04 pm
by AnthonyBF2
Make sure you copy and paste the Count Dooku .combo file into rep\odf
The combo file is related to his animations.

And also to copy the memory pool combo data into your script, if you don't know what that is, just look in tat2g_eli and you will see it.

Edit: An alternative way to put Dooku on Republic is add this code to your script:

AddUnitClass(REP, "cis_hero_countdooku",1,1) or change that command to SetHeroClass(REP, "cis_hero_countdooku")

That code puts a copy of Dooku on REP team as a selectable unit in-game, without copying msh files, editing reqs and other stuff. As long as read data file is calling a character string, you can use add unit class to define what and which teams have that character.

Re: Importing Animations

Posted: Sun Nov 23, 2014 12:49 pm
by Hill400
Thanks for the response - however:
1) I already imported Count Dooku's combo file, so that can't be the problem
2) I know about the second method, but I'm adding this side to a map that isn't my own, so I can't edit the lua file and add the memory pool combo data.
Is there any other way?

Re: Importing Animations

Posted: Sun Nov 23, 2014 6:49 pm
by AnthonyBF2
Perhaps you can open the mod's mission.lvl in a hex editor program, then use ctrl+Fto bring up the search box. Then search for a map code (example cor1c_conor tat2g_eli)

The when you found the map/mode u wanna add the character too, study bits of the code.
Sometimes you can find an instance of AddUnitClass, you can overwrite it with SetHeroClass(never backspace in a hex program just select data and mark new data over it)

Then that instance of AddUnitClass you replaced might have a character string. You can hex over it with a new character string, as long as your wanted string matches or has less total letters than the original code.
If you wanted to say replace imp_inf_engineer with ewk_inf_repair, you would have ewk_inf_repairer, to get rid of the last 2 letters, look in the left side of hex and replace those two bytes of data with 00.

Long ago before using the mod tools, I did this with end1g_con to replace Ewoks with IMP Snipers
(had IMP snipers running around with rebels lol, shooting at other Imps)

Re: Importing Animations

Posted: Sun Nov 23, 2014 9:13 pm
by Hill400
Never mind, the problem isn't that important. Thanks for your help though!

Re: Importing Animations

Posted: Mon Nov 24, 2014 12:35 am
by AQT
Do you even have the stock dooku.anims, dooku.zaabin, and dooku.zafbin files in your side's munged folder?

Re: Importing Animations

Posted: Mon Nov 24, 2014 2:28 pm
by Hill400
I didn't forget to copy and paste them, the problem still persisted. It's fine though, I decided not to go with that idea.