May as well post the answer I pmed you in case anyone else wants to know. I've had a look at the game files though and it looks like CA just overrode Attila's animations, so idk whether you'd be able to port in the old version of shield screen for example (since shield castle overrode it). Anyways...
1: Basically you'd open up rome_man_spear_2h_javelin_foot and look at what it contains.
Code:
animation_table rome_man_spear_2h_javelin_foot
{
skeleton_type rome_man_game
skeleton_type_cinematic rome_man
fragment rome_man_unarmed_fragment
fragment rome_man_cinematic_fragment
fragment rome_man_spear_fragment
fragment rome_man_spear_matched_combat_fragment
fragment rome_man_javelin_fragment
}
Then you would either put together those fragments, using Thrones of Britannia's fragments or you may have to port the fragments from Attila's data.pack - animations - animation_fragments and maybe even port each individual animation. Probably be easier just making a pack containing all of Attila's animations.
Code:
ATTACK_1 filename = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.anim" metadata = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.meta" metadata_sound = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.snd.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_4 = on,
2: I don't know how you'd make it so units can strike blows at running away units.
Originally Posted by
Aguirre
Thanks for this!
I still struggle to get it to work. I should'nt rename anything related to animations right?
You don't rename the title of the animations, for example ATTACK_1, but you can rename everything after it.
Code:
ATTACK_1 filename = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.anim" metadata = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.meta" metadata_sound = "animations/rome2/human/battle/spear/combat/sp_sync_atk_001.snd.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_4 = on,
See how there's filename and metadata? If you have a different filename from metadata you can make it so that the engine plays 1 animation, whilst the game plays another (or the other way round).
For example with Rise of Mordor I made suicide bomber animations. I replaced naffatun aim animations with transition from standing to kneeling, and then replaced the fire animation with kneeling. But I kept the metadata (or filename, can't remember) the same. So in-game it looks like they kneel down, but in actual fact they're throwing their grenades so they kneel down and then explode.