Jago Posted May 19, 2020 Share Posted May 19, 2020 Alright so, I’m either missing something or this just isn’t possible. But I feel like it is having seen other animations work similarly. I’ve created a new run animation but I don’t want it to replace one of the games default run animations. I’ve got it to loop in the animation.cfg. I’ve replaced another animation (not a both_run or something similar) but a custom animation that allowed you to walk and run with that animation in play. However, my animation just runs on the spot. Obviously if I replace both_run with my animation, it works. If anyone could take the time to explain what I’m missing here I’d greatly appreciate it. I literally cannot find any info on this and I’ve search just about everywhere I can think of. In short, is it possible to create a new run/walk animation without replacing a default? Many thanks! Link to comment
Noodle Posted May 19, 2020 Share Posted May 19, 2020 If I had to guess, it's code related. Would this be for multiplayer or singleplayer? Certain classes have their own walk/run cycles, like Jawas, but there's a specific instruction in the code telling them what animation to play. Link to comment
Jago Posted May 19, 2020 Author Share Posted May 19, 2020 Thanks a lot for the response @Noodle! It's for multiplayer. Essentially all I want to do is 'duplicate' the both_run1 animation from the base animation.cfg so that I have a new run animation to edit, but still maintain the old one. The new animation is complete, I just can't move with it. I run on the spot, and 'W', 'A', 'S' and 'D' have no influence on it. Would that be done in the dark depths of the code somewhere? Link to comment
katanamaru Posted May 26, 2020 Share Posted May 26, 2020 Which animation did you replace with your run? What do you mean by having a duplicate to edit? Back when I animated with Dragon I just extracted run 2 and edited it in that. Link to comment
Noodle Posted May 27, 2020 Share Posted May 27, 2020 On 5/19/2020 at 11:21 AM, Jago said: Thanks a lot for the response @Noodle! It's for multiplayer. Essentially all I want to do is 'duplicate' the both_run1 animation from the base animation.cfg so that I have a new run animation to edit, but still maintain the old one. The new animation is complete, I just can't move with it. I run on the spot, and 'W', 'A', 'S' and 'D' have no influence on it. Would that be done in the dark depths of the code somewhere? I was certain I had replied to you days ago, but it seems my reply never popped up! I guess it must be code related and I don't know how feasible it'd be to make it work on multiplayer unless you create a whole new mod that allows custom animations. Link to comment
katanamaru Posted May 28, 2020 Share Posted May 28, 2020 Yeah there is definitely a code issue. When I replaced the blue styles lunge with a stab animation the character would move forward even though I didn't animate it to. The default lunge moves the character forward so that was applied to my new animation. Link to comment
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