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Animations Menu for SP 1.1 (Beta)

   (14 reviews)

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About This File

UPDATE TIME:

 

- New options and animations have been added to the menu. However, this new update will replace your _humanoid.gla file, so don't use this if you don't want your animations to be replaced! The .zip file will still include the original version of this mod if you prefer it that way.

 

 

 

What's this?

 

It's a small menu that allows you to play animations on yourself and another NPC in Singleplayer.

 

How do I install it?

 

Put the file zzzAnimMenu_2.0.pk3 on your base folder. This file will not work if you have other animation/menu mods (unless you edit it on your own to make everything compatible).

 

How do I make this work?

 

First of all, you must enable cheats on your game.

 

Then, to activate the menu you should bind it to any key like this:

 

bind j "uimenu emotemenu"

 

Press J (or any key really) and the menu should pop.

 

How do I make it work on an NPC?

 

You must spawn an NPC with the targetname npc1. How? Like this

 

npc spawn reborn npc1

 

After you've done that the NPC will spawn and all the commands on the NPC1 Animations menu should work.

 

You can also apply this to any NPC with a proper targetname if you know the script path to each animation. For example, by typing "runscript npc2 animations/a1" you'll make an NPC with a targetname "npc" use the animation that the script a1 triggers.

 

Can I bind the animations to a key?

 

Yes you can. Each animation is linked to a script so the way to make it work would be by binding the key to a runscript command, like:

 

bind F5 runscript animations/a1

 

Then press F5 and it should play an animation.

 

Can I?

 

If there's anything you want to do with this file, go ahead and do it. Don't bother giving me credit for anything because I don't give a shit about that kind of stuff:

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.


What's New in Version 1.1

Released

  • New options and animations have been added. Now this file will replace your _humanoid.gla with a new one, so don't use this if you've custom animations.


User Feedback

Recommended Comments

Looks like a cool mod, but I can't seem to get the menu working. I activated cheats and binded "uimenu emotemenu" to a key like you said, and instead of the menu popping up, I got a message saying that the menu couldn't be found. 

 

WARNING: Menus_ActivateByName: Unable to find menu 'emotemenu'

 

Anyway idea what I'm doing wrong?

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So...it's here at last. :D Though I can't seem to get the menu to work in JKA Enhanced. :( It seems to conflict with CAMSP.

Edit: HOWEVER, a quick editing of the txt file in CAMSP and ANIM fixed this. ^_^

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Looks like a cool mod, but I can't seem to get the menu working. I activated cheats and binded "uimenu emotemenu" to a key like you said, and instead of the menu popping up, I got a message saying that the menu couldn't be found. 

 

WARNING: Menus_ActivateByName: Unable to find menu 'emotemenu'

 

Anyway idea what I'm doing wrong?

 

It could be that another file on your base folder is overwriting the ingame.txt file. If you can, try to use the file with a clean base folder, which means it only must have the assets0.pk3, assets1.pk3, assets2.pk3 and assets3.pk3 files. 

 

If that fails, it might be related with how you're opening the game. Are you using OpenJK or base JA SP? If you're using another mod, you have to place my mod on said mod's folder. 

 

Also remember, this only works on SP.

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It could be that another file on your base folder is overwriting the ingame.txt file. If you can, try to use the file with a clean base folder, which means it only must have the assets0.pk3, assets1.pk3, assets2.pk3 and assets3.pk3 files. 

 

If that fails, it might be related with how you're opening the game. Are you using OpenJK or base JA SP? If you're using another mod, you have to place my mod on said mod's folder. 

 

Also remember, this only works on SP.

I just tried it with a clean base folder, and that didn't work either. I'm using base JA SP.

(I'm also using Steam, if that means anything.)

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Okay, now that my little problem is out of the way, let me give you a review.

It's simple, but it gets the job done. I'm still testing it, but I like how it's executed. This could REALLY help with my machinimas and I appreciate you finally releasing a beta. The only criticism I have so far is that you can only use it on ONE NPC, which I hope that in the future, you improve to add more to the roster. IMO, five at the most, three at the least, but we shall see how things go and what you're able to do. ^_^

Noodle likes this

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Okay, now that my little problem is out of the way, let me give you a review.

 

It's simple, but it gets the job done. I'm still testing it, but I like how it's executed. This could REALLY help with my machinimas and I appreciate you finally releasing a beta. The only criticism I have so far is that you can only use it on ONE NPC, which I hope that in the future, you improve to add more to the roster. IMO, five at the most, three at the least, but we shall see how things go and what you're able to do. ^_^

 

Totally doable. My objective at the moment was to see if this works. I think I should make it clear that if you have other files that modify the ingame.txt file, you'll have to manually add my menu. 

TheWhitePhoenix and Sapo-san like this

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Totally doable. My objective at the moment was to see if this works. I think I should make it clear that if you have other files that modify the ingame.txt file, you'll have to manually add my menu. 

Which is EXACTLY what I did, thus it worked fine. ^_^ Also, I'm glad to see that you're gonna implicate more NPCs to be used.

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10/10 I'll be waiting for updates <3

 

I only hope you add more animations and... How do I know the name of the corresponding script to bind the animations I want? 

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10/10 I'll be waiting for updates <3

 

I only hope you add more animations and... How do I know the name of the corresponding script to bind the animations I want? 

 

Thanks! Regarding your questions, you don't really have a way to know except by trial and error. I'd have been to exhausting to create every script with the animation's name. 

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It's already been updated like that :)

I'm glad that you included the original upload in this new update just in case. :)

 

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I'm glad that you included the original upload in this new update just in case. :)

 

 

Best way to make sure I don't ruin everything for ever!

TheWhitePhoenix likes this

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Excuse me, the 'Bonus animations' won't work for me, they just put my character in a still, idle position. Is there anything that I've done wrong?

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Excuse me, the 'Bonus animations' won't work for me, they just put my character in a still, idle position. Is there anything that I've done wrong?

 

Do you have some other animation mod on your base folder? The reason they're not playing is because the game isn't recognizing the new animations (could be overwritten by other files).

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Do you have some other animation mod on your base folder? The reason they're not playing is because the game isn't recognizing the new animations (could be overwritten by other files).

Do you mean as in a Stance mod or something? I'll have it overwrite my KOTOR stances to test it but I don't know if it's what you mean.

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Do you mean as in a Stance mod or something? I'll have it overwrite my KOTOR stances to test it but I don't know if it's what you mean.

 

Exactly! Stance mods override the default _humanoid.gla folder. It could be fixed if you manually merge the files, but that'd depend exclusively on the user.

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