asmcint wrote on Sun, 23 March 2014 20:59 |
Huh. If that's the case, maybe we can get some slightly more historically accurate animations into the game.
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I did some brief looking around, and this looks like it might be a bit complicated to get setup.
There isn't a game action for rolling. Just blocking, and I'm not sure how they assign the game actions to the anim actions. I'd assume your best bet is to hijack a game action and find which anim action it's assigned to.
pc_controls.def
Controls.Add(CActionInputControl(GAME_ACTION_BLOCK, CONTROLLER_MOUSE, MOUSE_BUTTON_MIDDLE_CONTROL));
some CAppearanceDef entry examples
Animation.StartGroup("SWORD");
Animation.Add("ST_IDLE", ANIM_HERO_COMBAT_IDLE_1_1);
Animation.Add("ST_IDLE_SUBTLE", ANIM_HERO_COMBAT_IDLE_1_1);
Animation.Add("ST_WALK", ANIM_HERO_WALK_WITH_SWORD, Flags(ANIM_FLAG_PRELOAD), TransTime(7));
Animation.Add("ST_JOG", ANIM_HERO_JOG_WITH_SWORD, Flags(ANIM_FLAG_PRELOAD), TransTime(7));
Animation.Add("ST_RUN", ANIM_HERO_RUN_WITH_SWORD, Flags(ANIM_FLAG_PRELOAD), TransTime(7));
Animation.Add("ST_SPRINT", ANIM_HERO_SPRINT_WITH_SWORD_01, Flags(ANIM_FLAG_PRELOAD), TransTime(7));
Animation.Add("ST_SNEAK", ANIM_HERO_SNEAK_WITH_SWORD, Flags(ANIM_FLAG_PRELOAD), TransTime(5));
Animation.AddCombat("BLOCK_FRONT_RESPONSE", ANIM_HERO_BLOCK_FRONT_RECOIL_1_1);
Animation.AddCombat("BLOCK_FRONT_RESPONSE", ANIM_HERO_BLOCK_FRONT_RECOIL_2_1);
Animation.AddCombat("BLOCK_FRONT_RESPONSE", ANIM_HERO_BLOCK_FRONT_RECOIL_3_1);
Animation.AddCombat("BLOCK_LEFT_RESPONSE", ANIM_HERO_BLOCK_LEFT_RECOIL_1_1);
Animation.AddCombat("BLOCK_LEFT_RESPONSE", ANIM_HERO_BLOCK_LEFT_RECOIL_2_1);
Animation.AddCombat("BLOCK_RIGHT_RESPONSE", ANIM_HERO_BLOCK_RIGHT_RECOIL_1_1);
Animation.AddCombat("BLOCK_RIGHT_RESPONSE", ANIM_HERO_BLOCK_RIGHT_RECOIL_2_1);
Animation.AddCombat("BLOCK_BACK_RESPONSE", ANIM_HERO_BLOCK_BACK_RECOIL_1_1);
Animation.AddCombat("BLOCK_START", ANIM_HERO_BLOCK_FRONT_1_1);
Animation.AddCombat("BLOCK_FINISH", ANIM_HERO_BLOCK_FRONT_1_1);
Animation.Add("BLOCK_IDLE", ANIM_HERO_BLOCK_FRONT_1_1, TransTime(1));
**snipped the end of that off**