SAB file: ReadyAnim -1 reply

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Marshal Banana

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5th September 2006

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#1 10 years ago

You know that ReadyAnim command you can use in the SAB file, right? The one that let's you specify a unique stance for a single weapon? I'm trying to do that with my axe stance, but it doesn't work. It'll work for base animations, though. Can anyone think of why an animation from a custom GLA wouldn't work?




^Pirate

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27th November 2006

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#2 10 years ago

You haven't set the proper values in the animation config file.




tdawg2099

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20th January 2008

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#3 10 years ago

can you make a tottaly new line, put some stance values next to it and use it as an readyanim?




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#4 10 years ago

You could replace an unused base animation then use that.




tdawg2099

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#5 10 years ago

what are some unused lines, and what is the line that determines the yellow stance?




katanamaru

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3rd February 2006

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#6 10 years ago
Marshal Banana;4597236You know that ReadyAnim command you can use in the SAB file, right? The one that let's you specify a unique stance for a single weapon? I'm trying to do that with my axe stance, but it doesn't work. It'll work for base animations, though. Can anyone think of why an animation from a custom GLA wouldn't work?

The game code may require that the anim be part of the original frame numbers. That might be why it doesn't acknowledge the new animation. tdawg2099 the yellow stance is BOTH_STAND2. And I think heavymetalgungan was refering to some unused animations, say try replacing the lying down animations or the kissing animations. That will not affect JA since those are for JO cutscenes.




tdawg2099

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#7 10 years ago

yeah but what is the actual lines like "BOTH_????" I have 3 i would like to replace.




katanamaru

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#8 10 years ago
tdawg2099;4598703yeah but what is the actual lines like "BOTH_????" I have 3 i would like to replace.

If you mean 'what are the frame numbers and such,' then I can't help you now, my comp at home has no power thanks to Ike. The anim is BOTH_STAND2. The others are, going off my memory, BOTH_SABERSTYLEFAST, BOTH_SABERSTYLESLOW, BOTH_SABERSTYLESTAFF, and BOTH_SABERSTYLEDUAL. The yellow's idle animations are BOTH_STAND2TOIDLE1, and BOTH_STAND2TOIDLE2. If you replace an animation with a new stance that has reversed foot positioning from the original you should change the root at the bottom of the _humanoid file.




Marshal Banana

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#9 10 years ago

So I replaced one of the saber style stances with it. It works correctly in multiplayer, but in single player, the stance I replaced with it is the same and the pistol standing animation was changed to it instead.




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#10 10 years ago

I see, unusual, then again I've always had trouble with the pistol stance.

Anyway some unused ones tdawg are

BOTH_HIT1 (I think) BOTH_SABERKILLER1 BOTH_SABERKILLEE1 BOTH_DEATH14_SITUP BOTH_DEATH14_UNGRIP

There are probably more but I can't be bothered to find them.




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