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Implement new animation


c4_angel

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Hello.

 

Here are what I have done:

 

- Create bam files.

- Find an empty animation slot with Argent77's function.

- Export 7f3b.ini (the deva good animation, which sounds I want to use), rename to the empty slot hex number, and edit resref to my bam prefix.

- Edit an .cre file using the new animation slot.

 

But when I summon the creature in game, there's no animation at all.

 

Anything else I should do or any fault I did?

 

Thanks.

 

My code:

 

 

LAF FIND_FREE_ANIM_SLOT INT_VAR slotMin = 0x7f00 slotMax = 0x7fff RET slot END

ACTION_IF (slot <= 0) BEGIN

FAIL ~No free slot.~

END

 

LAF TO_HEX_NUMBER INT_VAR value = slot minDigits = 4 RET hexNumber END

APPEND ~animate.ids~ ~0x%hexNumber% C4#AZRAEL~ UNLESS ~C4#AZRAEL~

APPEND ~anisnd.ids~ ~0x%hexNumber% C4#AA C4#AZRAEL~ UNLESS ~C4#AZRAEL~

CLEAR_IDS_MAP

 

COPY ~%MOD_FOLDER%/animations/AZRAEL/AZRAEL.ini~ ~override/%hexNumber%.ini~

 

ACTION_BASH_FOR ~%MOD_FOLDER%/animations/AZRAEL~ ~^.+\.bam$~ BEGIN

COPY ~%BASH_FOR_FILESPEC%~ ~override~

END

 

 

 

My ini file:

 

 

// MSOL solar

 

[general]

animation_type=7000

move_scale=9

ellipse=16

color_blood=47

color_chunks=0

sound_freq=6

personal_space=3

cast_frame=4

light_source=1

 

[monster]

can_lie_down=1

detected_by_infravision=1

false_color=0

path_smooth=1

resref=C4#AA

split_bams=1

translucent=0

 

[sounds]

attack=solarg01,solarg02,blank

attack_frame=0,0,0

awake=

awake_frame=0

cast=

cast_frame=0

conjure=

conjure_frame=0

damage=solarg06

damage_frame=0

die=solarg07

die_frame=0

head_turn=

head_turn_frame=0

ready=

ready_frame=0

shoot=

shoot_frame=0

twitch=

twitch_frame=0

walk=

walk_frame=0

attack_slash=solarg03,blank

attack_slash_frame=0,0

attack_backslash=solarg04,blank

attack_backslash_frame=0,0

attack_jab=solarg05,blank

attack_jab_frame=0,0

emerge=

emerge_frame=0

hide=

hide_frame=0

sleep=

sleep_frame=0

battle_cry=solarg01,solarg02,blank

battle_cry_frame=0,0,0

selection=solarg01,solarg02,blank

selection_frame=0,0,0

fall=fal_02b

fall_frame=0

 

 

 

Edited by c4_angel
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Is this in the EE game... cause it won't work in the non-EE game, without bgmain.exe hack.

What about animate.ids ... patched it yet ?

And anisnd.ids ... same.

Yeah, now testing in BG2EE v2.5. Patched animate.ids but not anisnd.ids. Thanks.

 

EDIT: Patched anisnd.ids but not fixed...

Edited by c4_angel
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Did you try with a 4 characters animation?

I did but nothing different.

But after I check Argent77's Golem Construction mod, change [monster] to [monster_icewind], animation_type to e000 in ini file, slotMin and slotMax to e000 and efff in the function, it works!

Though I don't know why...

 

But still no sound at all, not like the deva I copy from.

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