10-16-2011, 16:36
Hey guys,
I will tell how to make new player animation types and set other animation to player.
You need:
1. Place your animations to mp_YOURMOD/xanim ( IF animation is not CUSTOM, ignore it. You can load animations from raw/xanim )
2. Place mp/playeranimtypes.txt to mp_YOURMOD/mp
3. Open this file
4. You will see thoose lines:
5. Add your custom type ( I will use 'zombie' type )
It will looks like this
6. Save file
7. You added type for animations. Now you need to SET animations.
8. Place raw/animtrees/multiplayer.atr file to mp_YOURMOD/animtrees/multiplayer.atr
9. Open this file, you will see many things, stuff. You need to add anims names. This is IMPORTAND.
It will looks like this ( Not full file )
10. Save file
11. Add this line in your mod.csv
ex.
12. Save file.
13. Place playeranim.script file to mp_YOURMOD/mp
NOTE: This is main file.
14. Open this file, again... there are too many lines etc.
15. Adding stuff:
Example: I want to add animation for IDLE status:
both - All body
torso - Torso
And use other animation for other statuses like run etc.
16. Save file
17. Open your mod.csv and add thoose lines:
18. USING TYPE
You can use type only with weapons
Open weapon file and search for: playeranimtype/
IT looks like: (hk21_reflex_mp)
Change type and use it !
Result ( NOTE, DOG don't have tag_weapon, so it will crash, do not use worldmodel/ for it )
Thanks for reading!
I will tell how to make new player animation types and set other animation to player.
You need:
-
- mp/playeranim.script file
- animtrees/multiplayer.atr
- mod.csv
- mp/playeranimtypes.txt
- Mod Tools
- Some s
- Your Animations ( Or from SP - if you using SP model, etc )
1. Place your animations to mp_YOURMOD/xanim ( IF animation is not CUSTOM, ignore it. You can load animations from raw/xanim )
2. Place mp/playeranimtypes.txt to mp_YOURMOD/mp
3. Open this file
4. You will see thoose lines:
Spoiler (Click to View)
Quote:none
default
other
sniper
m203
hold
briefcase
reviver
radio
dualwield
remotecontrol
crossbow
minigun
beltfed
g11
rearclip
rearclipsniper
ballisticknife
nopump
hatchet
grimreaper
zipline
It will looks like this
Spoiler (Click to View)
Quote:none
default
other
sniper
m203
hold
briefcase
reviver
radio
dualwield
remotecontrol
crossbow
minigun
beltfed
g11
rearclip
rearclipsniper
ballisticknife
nopump
hatchet
grimreaper
zipline
zombie
7. You added type for animations. Now you need to SET animations.
8. Place raw/animtrees/multiplayer.atr file to mp_YOURMOD/animtrees/multiplayer.atr
9. Open this file, you will see many things, stuff. You need to add anims names. This is IMPORTAND.
It will looks like this ( Not full file )
Spoiler (Click to View)
Quote://
// Player xanims refix convention:
//
// Torso only animation are prefixed with pt_
// Legs only animations are prefixed with pl_
// Full body animations (both) are prefixed with pb_
//
head : client separate
{
pf_casual_idle
pf_alert_idle
pf_firing
pf_melee
pf_pain
pf_death
}
main
{
//
// Torso Animations
//
torso
{
// Temp placeholder anims
pt_chicken_dance // Animation which indicates another animation is not completed yet
pt_chicken_dance_crouch // ditto for this one
// ADD YOUR ANIMATIONS THERE
// Ex:
ai_zomx_idle // My custom one
..........................
11. Add this line in your mod.csv
Code:
xanim,UR ANIMATION
Code:
xanim,ai_zomx_idle
13. Place playeranim.script file to mp_YOURMOD/mp
NOTE: This is main file.
14. Open this file, again... there are too many lines etc.
15. Adding stuff:
Example: I want to add animation for IDLE status:
Code:
blablabla
........................
idle
{
// ZOMBIE ANIMS
playerAnimType zombie // ANIM TYPE, WHICH YOU ADDED IN TXT file
{
both ai_zomx_idle
}
blablabla
........................
both - All body
torso - Torso
And use other animation for other statuses like run etc.
16. Save file
17. Open your mod.csv and add thoose lines:
Code:
xanim,UR ANIMATION
rawfile,mp\playeranim.script
rawfile,mp\playeranimtypes.txt
rawfile,animtrees\multiplayer.atr
18. USING TYPE
You can use type only with weapons
Open weapon file and search for: playeranimtype/
IT looks like: (hk21_reflex_mp)
Code:
WEAPON_HK21_REFLEX\modeName\\playerAnimType\default\altWeapon\\DualWieldWeapon\\A
Result ( NOTE, DOG don't have tag_weapon, so it will crash, do not use worldmodel/ for it )
Thanks for reading!