Modding melee animations
Posted: Sat Jan 18, 2020 6:29 pm
I wanted to test the game without the melee animations and the idle ones but still with the move, charge and shoot animations on.
Ideally, melee animations between two units would be played only when the results of a given melee phase between those two units was to be displayed.
So I turned off the idle animations and tried to mod the melee ones in AnimationTools.txt located in FoGII\Data\scripts.
I am not a modder so I wanted to know if what I did was the right thing to do
Here are the modifications I made :
1) I changed this...
into...
2) This...
into...
3) Banners
I also replaced all...
with...
Is it correct ? Did I miss something ?
Hoping it may help some too.
Ideally, melee animations between two units would be played only when the results of a given melee phase between those two units was to be displayed.
So I turned off the idle animations and tried to mod the melee ones in AnimationTools.txt located in FoGII\Data\scripts.
I am not a modder so I wanted to know if what I did was the right thing to do
Here are the modifications I made :
1) I changed this...
Code: Select all
FUNCTION TriggerMeleeIdleIfInCloseCombat(me)
{
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 1);
}
}
Code: Select all
FUNCTION TriggerMeleeIdleIfInCloseCombat(me)
{
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 0);
}
}
Code: Select all
AddVizUnitFormationNoWait(me);
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 1);
}
}
Code: Select all
AddVizUnitFormationNoWait(me);
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 0);
}
}
I also replaced all...
Code: Select all
SetUnitBannerAnim(id, 0, "XXXX")
Code: Select all
SetUnitBannerAnim(id, 0, "WAIT");
Hoping it may help some too.