Making commands to start an animation. -1 reply

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aidy1972uk

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2nd April 2003

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#1 15 years ago

I hope to god this will make sence....

I've been looking through the animation sequences using mod view.

I'm wondering how I could create a command list to activate certain animations....?

You know what I mean...?

Like in JediPLUS and OmniMod where you put /dance1 in console and player spins around.

Anyone out there who can help/point me to a tutorial, I've searched forums but to no luck, maybe using wrong words but nevertheless getting nowhere fast and would really like to know how to do it.

Thanks up front. :cool:




kylek

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22nd March 2003

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#2 15 years ago

I think you do it in the .qvm files that is what makes the moves how they move and the location like a stance is made in the .qvm file it is based in: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\vm

The vm folder is in a pk3 but i'm sure you know how to edit the assets try looking in there i have never followed a tutorial about modding in my life and i can do it no problem i worked it all out!

Good luck




aidy1972uk

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#3 15 years ago

No luck :( I can't seem to find anything that would suggest the command and its action to work off.

the vm file is just a load of mumbo jumbo with some english at bottom with familiar looking actions but no command to start it.




kylek

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#4 15 years ago

I see well thats the file Jamod uses and this stances thing i tested and they could understand it ok so maby they used some program of some sort.