CloneWarsFreak;4938095u are right with the building doors. I didnt think about that. I will try it. On the other hand Im learning hardcoding wright now and I might figure out how to do it for eaw. But that will take time because hardcoding is difficult
lol you can't learn hard coding unless you talked to pertoglyph and bought the eaw/foc game engine off of them which i highly doubt you did, not even the best modders for foc out there can work with hard coded stuff cause you just can't it's impossible
Right. That something is "hardcoded" means it's been programmed into the executable, compiled, and everyone but PG lacks the source to change it and recompile. It's a modding impossibility, in other words, as DarthNihilus3 said. You've just got to live with it and hopefully find a way to work around it.
That said, I don't think the spawning animations are hardcoded as such, the models just need corresponding animations for the game to know how to do it. At least that's how I assume it works; it's up to you to test it.
U are wright. The spawning animations are not hardcoded. I found the codes but when I add them to a space unit the simply wont work. And about the hardcoding: I have a programm to decrypt the executables and dll files but u get a long code of numbers. The only problem is that u have to figure the code out by yourself because no one else ever tried to hardcode anything in eaw. Dont worry i will figure it out by my self but dont expect that I will write a tutorial on it because only the best will know how to work with hex editors. Its something completely new in eaw im sure.
NM that sounded way too sarcastic.
Sry It shouldnt sound sarcastic because Im serious. :)
Did you check the behavior code lines? That could influence animations... I don't know.
I tried to add all of the behaviors from the building to the venator but I think its coded with the dummy_ground_building behavior wich causes the spaceship acting like a building. All the other behaviors are for something else