Diffrent actions
Is there anyway to make soldiers act a diffrent way? For example, all the recruits, they all do push ups or situps at the same time. Also, anyway to make them sit down, lay down, any specific animations?
Thanks
Mike
Admin
Yes. Get the unlocked the unlocked c4medc3 from here.
Event 0: Push Ups
Trigger:
SSN 1 is alive
Actions:
Change group 3 AI to Play part anim #1 for 2.0000 seconds
Attached Files
Are pushups the only actions you can have them do?
(I haven't tried the file yet, so I don't know if that will clarify it.)
Admin
I don't know if there are other anims for troops. There is one other anim that I know of. The seahawk will drop and retract a fastrope.
Is that Part Anim. 1? I know the LCAC drops their ramps with that.
Admin
I don't know SoS. For a full list of Anims, I would have to do some digging - after figuring out where to look. If you need - I'll do the digging. If you go ahead and do it though - let me know... and save me the time and efforts, will you ?
Admin
Update
Ok... an intial look tells me that the recruit is capable of pushups, situps, cable hold, saluting, stretching, conversation, evac (?), movement, running and falling - and maybe swimming. All of these plus the dying anims by various wounds....I'll update you when I run into anything else.
No harm in trying, I'll post anything I find.
Thanks for your help Chief.
Mike
Admin
I may have made a mistake in saying it was possible..I tried getting the recruits to anything but pushups - with no luck. Hmm... I thought it was possible. I'll keep looking into it..
Anybody else have some thoughts ?
They are pretty stubborn...
I tried Google, but I can't get anything
Admin
Inside the c40data.pff-->ADM file for the character actions... here is what it looks like:
anim_reset "C4Calib.bad"
anim_idle "C4msc09F.bad" //green idle Push Ups
anim_idle_2 "C4msc10F.bad" //red idle Sit Ups
anim_idle_3 "C4mscL8F.bad" //special cable hold
anim_idle_4 "C4msc11F.bad" //Salute
anim_idle_5 "C4idl04F.bad" //Stretching
anim_idle_6 "C4msc03F.bad" //Conversation
anim_walk_forward "C4wlk01F.bad" //green move
anim_run_forward "C4Run01F.bad" //red move evac extend run
anim_jump_loop "C4Dive.bad" //falling
anim_attack "C4msc16F.bad"
anim_swim_attack "C4SwmidF.bad"
anim_reload "C4msc16F.bad" //reload
anim_swim_idle "C4SwmidF.bad"
anim_swim_forward "C4swmF_F.bad"
anim_wash_idle "C4rtr02F.bad"
anim_wash_walk "C4rtr01F.bad"
anim_wash_run "C4rtr03F.bad"
anim_cover_idle "C4CvridF.bad"
anim_cover_run "C4CvrRnF.bad"
anim_cover_attack "C4sgn09F.bad"
//death anims
anim_death_fire "C4Dth1_F.bad"
anim_death_pungi "C4Dth1_F.bad"
anim_death_drown "C4SwmDtF.bad" //water death
anim_death_grenade_forward "C4DthF_F.bad"
anim_death_grenade_right "C4DthR_F.bad"
anim_death_grenade_back "C4DthB_F.bad"
anim_death_grenade_left "C4DthL_F.bad"
anim_death_bullet_hip_forward "C4Dth1_F.bad"
anim_death_bullet_hip_right "C4Dth1_F.bad"
anim_death_bullet_hip_back "C4Dth1_F.bad"
anim_death_bullet_hip_left "C4Dth1_F.bad"
anim_death_bullet_torso_forward "C4Dth1_F.bad"
anim_death_bullet_torso_right "C4Dth1_F.bad"
anim_death_bullet_torso_back "C4Dth1_F.bad"
anim_death_bullet_torso_left "C4Dth1_F.bad"
anim_death_bullet_head_forward "C4Dth1_F.bad"
anim_death_bullet_head_right "C4Dth1_F.bad"
anim_death_bullet_head_back "C4Dth1_F.bad"
anim_death_bullet_head_left "C4Dth1_F.bad"
anim_death_bullet_rightshoulder_forward "C4Dth1_F.bad"
anim_death_bullet_rightshoulder_right "C4Dth1_F.bad"
anim_death_bullet_rightshoulder_back "C4Dth1_F.bad"
anim_death_bullet_rightshoulder_left "C4Dth1_F.bad"
anim_death_bullet_leftshoulder_forward "C4Dth1_F.bad"
anim_death_bullet_leftshoulder_right "C4Dth1_F.bad"
anim_death_bullet_leftshoulder_back "C4Dth1_F.bad"
anim_death_bullet_leftshoulder_left "C4Dth1_F.bad"
anim_death_bullet_rightarm_forward "C4Dth1_F.bad"
anim_death_bullet_rightarm_right "C4Dth1_F.bad"
anim_death_bullet_rightarm_back "C4Dth1_F.bad"
anim_death_bullet_rightarm_left "C4Dth1_F.bad"
anim_death_bullet_leftarm_forward "C4Dth1_F.bad"
anim_death_bullet_leftarm_right "C4Dth1_F.bad"
anim_death_bullet_leftarm_back "C4Dth1_F.bad"
anim_death_bullet_leftarm_left "C4Dth1_F.bad"
anim_death_bullet_righthand_forward "C4Dth1_F.bad"
anim_death_bullet_righthand_right "C4Dth1_F.bad"
anim_death_bullet_righthand_back "C4Dth1_F.bad"
anim_death_bullet_righthand_left "C4Dth1_F.bad"
anim_death_bullet_lefthand_forward "C4Dth1_F.bad"
anim_death_bullet_lefthand_right "C4Dth1_F.bad"
anim_death_bullet_lefthand_back "C4Dth1_F.bad"
anim_death_bullet_lefthand_left "C4Dth1_F.bad"
anim_death_bullet_rightthigh_forward "C4Dth1_F.bad"
anim_death_bullet_rightthigh_right "C4Dth1_F.bad"
anim_death_bullet_rightthigh_back "C4Dth1_F.bad"
anim_death_bullet_rightthigh_left "C4Dth1_F.bad"
anim_death_bullet_leftthigh_forward "C4Dth1_F.bad"
anim_death_bullet_leftthigh_right "C4Dth1_F.bad"
anim_death_bullet_leftthigh_back "C4Dth1_F.bad"
anim_death_bullet_leftthigh_left "C4Dth1_F.bad"
anim_death_bullet_rightcalf_forward "C4Dth1_F.bad"
anim_death_bullet_rightcalf_right "C4Dth1_F.bad"
anim_death_bullet_rightcalf_back "C4Dth1_F.bad"
anim_death_bullet_rightcalf_left "C4Dth1_F.bad"
anim_death_bullet_leftcalf_forward "C4Dth1_F.bad"
anim_death_bullet_leftcalf_right "C4Dth1_F.bad"
anim_death_bullet_leftcalf_back "C4Dth1_F.bad"
anim_death_bullet_leftcalf_left "C4Dth1_F.bad"
anim_death_bullet_rightfoot_forward "C4Dth1_F.bad"
anim_death_bullet_rightfoot_right "C4Dth1_F.bad"
anim_death_bullet_rightfoot_back "C4Dth1_F.bad"
anim_death_bullet_rightfoot_left "C4Dth1_F.bad"
anim_death_bullet_leftfoot_forward "C4Dth1_F.bad"
anim_death_bullet_leftfoot_right "C4Dth1_F.bad"
anim_death_bullet_leftfoot_back "C4Dth1_F.bad"
anim_death_bullet_leftfoot_left "C4Dth1_F.bad"
Figure out how to insert/trigger the anim_idle_# you want, and that should do it...I would think.
Wow, I didn't realize how many diffrent death sequences there were... I don't know how to insert those animations, I will play around with it later, with any luck I will find something new.
Thanks
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