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  1. #1
    Opifex
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    Default Berserking in Medieval 2

    I've had some problems importing the RTW berserking ability into MTW2, so I thought I'd open it up to everyone for discussion. As everyone knows, if you change the moral of a unit to 'berserker', the game starts up normally but crashes at some point during battle -- presumably right when the game tries to make the unit go berserk. I thought this was easily fixed by adding the appropriate berserking animation which the game requests but cannot find, so I added the berserking CAS file, and created the following skeleton:

    Code:
    type		MTW2_S1_Berserker
    parent		MTW2_2H_Axe
    anim		default					data/animations/MTW2_2H_Axe/MTW2_2H_Axe_basepose.cas
    
    anim		berserker_swing_attack_left		data/animations/berserker_2m_swing.cas
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Surprisingly, the attack animation doesn't have an "impact frame" in RTW:BI, so I left it blank here. I also made the following changes to my unit:

    Code:
    attributes       sea_faring, hide_forest, hardy, can_withdraw, warcry
    Code:
    stat_mental      9, berserker, untrained

    Long story short, the game still crashes. I thought that maybe berserking is coded out of the game, but medieval2.exe contains loads of berserking-related things, such as

    Code:
    ... HIDE    GO_BERSERK  AMOK    ...
    ... CANCEL_BUTTON_IMAGE_DISABLED    BERSERK_STATUS_ICON TOOLBAR_BG   ...
    ... TT_ACTION_FIGHTING  TT_ACTION_BERSERK   TT_ACTION_HIDING    ...
    ... BMT_STATE_SWIMMING  BMT_STATE_BERSERK   BMT_ACT_BERSERK BMT_SHIELD_WALL_SPECIAL_OFF ...
    etc.

    It even contains two berserking animation keywords:

    Code:
    berserker_swing_attack_right    
    berserker_swing_attack_left
    (i.e. two different attacking animations can be defined, each used randomly).

    So anyway, the game is clearly still set-up for berserking, the in-game "events" related to it are still in, RTW's animation keywords are still there, everything should be working. But the game still crashes.

    My last idea was that in RTW:BI, the banner would blink red when the unit was in berserk mode, and as far as I know that isn't specified in either battle.sd.xml, or in shared.sd.xml of Medieval 2. So maybe it crashes by not finding the appropriate GUI reference in those files.
    Last edited by SigniferOne; July 28, 2008 at 07:53 PM.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  2. #2

    Default Re: Berserking in Medieval 2

    I've tried to get berserk to work and I noticed something odd. The mod seems to crash either when the berserk unit kills another unit or a berserk unit is killed. You might want to test this by having a weak berserk unit fight a heavily armoured unit and vice versa. I have no idea why this occurs.
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  3. #3

    Default Re: Berserking in Medieval 2

    the game crash after click on the war cry ability, i still think is more like what signiferone said!! or may be C.A never found out what was it. so they left it!!
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  4. #4
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    Default Re: Berserking in Medieval 2

    Quote Originally Posted by icedie View Post
    the game crash after click on the war cry ability, i still think is more like what signiferone said!! or may be C.A never found out what was it. so they left it!!
    Actually for me, I have a much better situation -- I click on warcry, and the units charge towards the enemy! Their status even changes to "berserk", and their morale is sky-high. It's only when they reach the enemy and start fighting him, that at some point the game drops the CTD on me.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  5. #5

    Default Re: Berserking in Medieval 2

    Quote Originally Posted by SigniferOne View Post
    Actually for me, I have a much better situation -- I click on warcry, and the units charge towards the enemy! Their status even changes to "berserk", and their morale is sky-high. It's only when they reach the enemy and start fighting him, that at some point the game drops the CTD on me.
    This is what I got. Was early days when I tried it, so I couldn't pursue the animations route. Perhaps if you look through the RTW files there are animation files with "berserker" or something, if attack files renamed to these were put in, the game might work.

    As for the testing I did, did it a while ago for WotN, 1h axe and shield unit, berserker, warcry. Warcry triggers berserker, if you don't use Warcry, they don't Berserk. Tested it about 4 times, it's when the first person dies that it CTDs, perhaps the "go flying" anim is the one missing (since all RTW berserkers made the enemy get thrown in the air).

    This has become relevant to my interests again as I am starting a small mod to get a chance to try all aspects of modding while I wait for ETW. So I'll be willing to (try and) help as far as I am able.

  6. #6

    Default Re: Berserking in Medieval 2

    But what about the William Wallace ability that was a war cry, wasn´t it? i think in the actual patch is not included but in the 1.0 release they have an it was crazy, but i am not sure of what i am talking about ´cause that was almost a year ago!!
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  7. #7
    Opifex
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    Default Re: Berserking in Medieval 2

    Warcry is actually the game's way to trigger berserkness. If you don't specify the morale as 'berserk' but still give the warcry ability, then they'll simply warcry and (I think) raise their morale thereby. There's absolutely no crashing from just the warcry. It's the berserking that's the actual CTDer, for units with that ability.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  8. #8

    Default Re: Berserking in Medieval 2

    yeah i did try the warcry ability and it did not crash, and serious spamurai , the throwing units to the air, it has it when i 10 to the unit mass in edu, when they charge the other units get thrown into the air , so i think the animation is there.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  9. #9

    Default Re: Berserking in Medieval 2

    The animation of the 'launching' for warcry may be called something different in the berserk animation from RTW than it is called in M2TW.

    Like maybe it calls for "yadda yadda" animation (from RTW) but in M2TW the exact same animation is called "blah blah."

  10. #10
    Opifex
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    Default Re: Berserking in Medieval 2

    So who else has some more ideas?

    Icedie can you explain your observation about launching units in the air?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  11. #11

    Default Re: Berserking in Medieval 2

    it happen only in the inicial part of the charge but only if the two units are charging against each other, i was trying to make a strong spear unit i even have pics of that battle.



    that was all!!
    These happen when i elevate the mass value and giving then mount effect +10
    and Btw my 300 post hehe. but this ability does not make them very powerful or unbeatable units is when charging ones against another, but against cavalry , yeah i must say they are over powered!!
    Last edited by Icedie El Guaraní; August 09, 2008 at 03:50 PM.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  12. #12

    Default Re: Berserking in Medieval 2

    Like you say, there are several events relating to berserking in the docudemon, three to be precise:

    Identifier:BattleUnitGoesBerserk
    Event: A unit has gone berserk
    Exports: unit
    Class: ET_BATTLE_UNIT_GOES_BERSERK


    Identifier:BattlePlayerUnitGoesBerserk
    Event: One of the player's units has gone berserk
    Exports: player_unit
    Class: ET_BATTLE_PLAYER_GOES_BERSERK


    Identifier:BattnemyUnitGoesBerserk
    Event: One of the enemies' units has routed
    Exports: enemy_unit
    Class: ET_BATTLE_ENEMY_UNIT_GOES_BERSERK

    Are you sure that these haven't been omitted somewhere? Problem with the exports?
    Last edited by redxavier; August 08, 2008 at 11:16 AM.

  13. #13

    Default Re: Berserking in Medieval 2

    You mentioned in the OP that you thought that the problem might be related to the fact that the flags flash red. This is not the problem. I was doing testing for a guide I was writing to the export_descr_units.txt file and found that giving the unit the berserk ability allowed them to go berserk - with a flashing red flag. However, it was when they started to engage the enemy that the problem occurred. Hope this helps!

  14. #14

    Default Re: Berserking in Medieval 2

    Quote Originally Posted by Mythic_Commodore View Post
    You mentioned in the OP that you thought that the problem might be related to the fact that the flags flash red. This is not the problem. I was doing testing for a guide I was writing to the export_descr_units.txt file and found that giving the unit the berserk ability allowed them to go berserk - with a flashing red flag. However, it was when they started to engage the enemy that the problem occurred. Hope this helps!
    Like I said the problem is when the Berserking units fight other units. If a unit went berserk but there were no nearby enemies to attack there would be no problem.

    The problem occurs either when a berserking unit kills another unit or a berserking unit is killed. This can easily be tested by having a weak berserking unit attack a strong enemy with lots of hit points and a strong berserking unit, with lots of hit points, attack a weak enemy. If the former crashes first then it's the death of a berserker that is causing the crash, if the latter crashes first then the death of a unit by the berseker is causing the crash.
    Morning Sun (adds Korea and China to the Shogun 2 map)
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    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  15. #15

    Default Re: Berserking in Medieval 2

    so can it be that the stat have to be set up in a the i did it plus the berserk ability. could you make the test ?

    If so add this line to the edu.txt
    soldier "what ever soldier unit you like", number of units, 0, "here goes the mass value" is up to 10 i think, it should look like this
    soldier berserkers, 16, 0, 6
    mount_effect horse +10
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  16. #16

    Default Re: Berserking in Medieval 2

    mount_effect only adds a bonus to the unit for fighting that mount.

    IE: "Mount_effect horse +10" gives the unit a +10 bonus when fighting a horse mounted unit.

    You may need to add "launching" to the stat_pri_attr field

  17. #17

    Default Re: Berserking in Medieval 2

    Quote Originally Posted by GatorMarine1833 View Post
    mount_effect only adds a bonus to the unit for fighting that mount.

    IE: "Mount_effect horse +10" gives the unit a +10 bonus when fighting a horse mounted unit.

    You may need to add "launching" to the stat_pri_attr field
    i have it in spear_bonus_4 and it does throw units in the air.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  18. #18

    Default Re: Berserking in Medieval 2

    Yes, I was clarifying that the problem is not due to any problems with the banner flashing. It is a problem with the fighting aspect. It may be that a crucial bit of code is missing from the engine.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  19. #19

    Default Re: Berserking in Medieval 2

    It is either throwing units because you have the unit mass set to 6 (when it is normally at 1) or because you have the launching trait (it's probably because of the unit mass). I made my own "Berserkers" in a mod for myself based on the Britannia campaign and they too launch units. but they don't have mount_effect traits, they do have hugh unit mass and "launching" attack attribute. It's pretty well known that mount_effect does not necessarily affect wether or not units get launched.

    back to topic, it may be that the berserking animation either has a seperate animation it calls for when a unit dies that isn't being found or when a unit gets killed. Or maybe it needs the unit to have the "launching" attribute to function the way it is supposed to.

  20. #20
    Kinjo's Avatar Taiko
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    Default Re: Berserking in Medieval 2

    There has to be an animation file that is missing that is causing the CTD. Maybe we can add all of the files that are associated with the berserker skeleton to the M2TW folder.


    BI descr_skelton
    Spoiler Alert, click show to read: 


    type fs_2handed_berserker
    scale 1.1
    force_hit_positions_to_cylinder
    anim stand data/animations/2HS_01 Stand idle.cas
    anim idle_1 data/animations/2HS_01 Stand idle 01.cas -evt:data/animations/2HS_01 Stand idle 01.evt
    anim idle_2 data/animations/2HS_01 Stand idle 02.cas -evt:data/animations/2HS_01 Stand idle 02.evt
    anim idle_3 data/animations/2HS_01 Stand idle 03.cas -evt:data/animations/2HS_01 Stand idle 03.evt
    anim idle_4 data/animations/2HS_01 Stand idle 04.cas -evt:data/animations/2HS_01 Stand idle 04.evt
    anim idle_5 data/animations/2HS_01 Stand idle 05.cas -evt:data/animations/2HS_01 Stand idle 05.evt
    anim idle_6 data/animations/2HS_01 Stand idle 06.cas -evt:data/animations/2HS_01 Stand idle 06.evt
    anim idle_7 data/animations/2HS_01 Stand idle 07.cas -evt:data/animations/2HS_01 Stand idle 07.evt
    anim idle_8 data/animations/2HS_01 Stand idle 08.cas -evt:data/animations/2HS_01 Stand idle 08.evt
    anim idle_9 data/animations/2HS_01 Stand idle 09.cas -evt:data/animations/2HS_01 Stand idle 09.evt
    anim stand_to_walk data/animations/2HS_36 Stand idle to March.cas -evt:data/animations/2HS_36 Stand idle to March.evt
    anim stand_to_run data/animations/2HS_37 Stand to Run.cas -evt:data/animations/2HS_37 Stand to Run.evt
    anim stand_to_ready data/animations/2HS_35 Stand idle to stand ready.cas -fr, -evt:data/animations/2HS_35 Stand idle to stand ready.evt
    anim stand_turn_cw_1 data/animations/2HS_08 Standing turn 90 Right.cas -evt:data/animations/2HS_08 Standing turn 90 Right.evt
    anim stand_turn_ccw_1 data/animations/2HS_09 Standing turn 90 Left.cas -evt:data/animations/2HS_09 Standing turn 90 Left.evt
    anim walk data/animations/2HS_03 march.cas -evt:data/animations/2HS_03 march.evt
    anim walk_to_stand data/animations/2HS_38 March to stand.cas -evt:data/animations/2HS_38 March to stand.evt
    anim walk_to_run data/animations/2HS_40 Marching to Run.cas -evt:data/animations/2HS_40 Marching to Run.evt
    anim run data/animations/2HS_04 Run.cas -evt:data/animations/2HS_04 Run.evt
    anim run_to_stand data/animations/2HS_41 Run to Stand.cas -evt:data/animations/2HS_41 Run to Stand.evt
    anim run_to_walk data/animations/2HS_42 Run to March.cas -evt:data/animations/2HS_42 Run to March.evt
    anim run_to_charge data/animations/2HS_43 Run to Charge.cas -evt:data/animations/2HS_43 Run to Charge.evt
    anim ready data/animations/2HS_02 Stand Ready.cas, -fr
    anim ready_to_stand data/animations/2HS_50 Stand ready to stand.cas -fr, -evt:data/animations/2HS_50 Stand ready to stand.evt
    anim ready_to_advance data/animations/2HS_52 Standing Ready to Adance.cas -fr, -evt:data/animations/2HS_52 Standing Ready to Adance.evt
    anim ready_to_retreat data/animations/2HS_51 Standing Ready to Retreat.cas -fr, -evt:data/animations/2HS_51 Standing Ready to Retreat.evt
    anim ready_turn_cw data/animations/2HS_10 Stand Ready trun 90 right.cas -evt:data/animations/2HS_10 Stand Ready trun 90 right.evt
    anim ready_turn_ccw data/animations/2HS_11 Stand Ready trun 90 left.cas -evt:data/animations/2HS_11 Stand Ready trun 90 left.evt
    anim advance data/animations/2HS_07 Adance.cas -fr, -evt:data/animations/2HS_07 Adance.evt
    anim advance_to_ready data/animations/2HS_47 Adance to stand ready.cas -fr, -evt:data/animations/2HS_47 Adance to stand ready.evt
    anim retreat data/animations/2HS_06 Retreat.cas -fr, -evt:data/animations/2HS_06 Retreat.evt
    anim retreat_to_ready data/animations/2HS_46 Retreat to Standing Ready.cas -fr, -evt:data/animations/2HS_46 Retreat to Standing Ready.evt
    anim shuffle_forward data/animations/2HS_31 Shuffle forward.cas -fr, -evt:data/animations/2HS_31 Shuffle forward.evt
    anim shuffle_back data/animations/2HS_32 Shuffle backwards.cas -fr, -evt:data/animations/2HS_32 Shuffle backwards.evt
    anim shuffle_left data/animations/2HS_33 Shuffle left.cas -fr, -evt:data/animations/2HS_33 Shuffle left.evt
    anim shuffle_right data/animations/2HS_34 Shuffle Right.cas -fr, -evt:data/animations/2HS_34 Shuffle Right.evt
    anim attack_mid_low_1 data/animations/2HS_12 horizontal stab.cas -fr, -id:0.275, -0.126, 1.304, -if:10, -evt:data/animations/2HS_12 horizontal stab.evt
    anim attack_mid_low_2 data/animations/2HS_13 horizontal slash.cas -fr, -id:-0.199,-0.078, 1.333, -if:7, -evt:data/animations/2HS_13 horizontal slash.evt
    anim attack_mid_centre_1 data/animations/2HS_14 horizontal Swing Weapon overhead.cas -fr, -id:0.223, 0.275, 1.247, -if:7, -evt:data/animations/2HS_14 horizontal Swing Weapon overhead.evt
    anim attack_mid_centre_2 data/animations/2HS_14 horizontal Swing Weapon overhead.cas -fr, -id:0.0788, 0.018, 1.158, -if:7, -evt:data/animations/2HS_14 horizontal Swing Weapon overhead.evt
    anim attack_mid_high_1 data/animations/2HS_15 stabbing move upwards.cas -fr, -id:0.2352, 0.450, 1.221, -if:9, -evt:data/animations/2HS_15 stabbing move upwards.evt
    anim attack_mid_high_2 data/animations/2HS_16 slashing move upwards.cas -fr, -id:-0.187, 0.651, 1.107, -if:7, -evt:data/animations/2HS_16 slashing move upwards.evt
    anim charge data/animations/2HS_05 Charge.cas -evt:data/animations/2HS_05 Charge.evt
    anim charge_to_ready data/animations/2HS_44 Charge to Stand Ready.cas -evt:data/animations/2HS_44 Charge to Stand Ready.evt
    anim charge_attack data/animations/2HS_21 Charge attack.cas -id:0.102,0.329,1.442, -if:17, -evt:data/animations/2HS_21 Charge attack.evt
    anim charge_jump_attack data/animations/2HS_21 Charge Jump attack.cas -if:21, -evt:data/animations/2HS_21 Charge Jump attack.evt
    anim stand_to_charge data/animations/2HS_53 Stand Ready to Charge.cas -evt:data/animations/2HS_53 Stand Ready to Charge.evt
    anim taunt_1 data/animations/2HS_59_04 Taunt 1.cas -evt:data/animations/2HS_59_04 Taunt 1.evt
    anim taunt_2 data/animations/2HS_59_04 Taunt 1.cas -evt:data/animations/2HS_59_04 Taunt 1.evt
    anim taunt_3 data/animations/2HS_59_05 Taunt 2.cas -evt:data/animations/2HS_59_05 Taunt 2.evt
    anim celebrate data/animations/LIS 74_06 celeb2.cas -evt:data/animations/LIS 74_06 celeb2.evt
    anim run_attack data/animations/LIS Run attack.cas -fr -id -0.301,-0.241, 1.049 -if:10, -evt:data/animations/LIS Run attack.evt
    anim die_forwards data/animations/DIE 02_03 stabbed dying forwards.cas -evt:data/animations/DIE 02_03 stabbed dying forwards.evt
    anim die_backwards data/animations/DIE 02_01 dying backwards.cas -evt:data/animations/DIE 02_01 dying backwards.evt
    anim die_to_back_right data/animations/DIE 01 dying to his right.cas -evt:data/animations/DIE 01 dying to his right.evt
    anim die_forwards_var data/animations/DIE Forwards.cas -evt:data/animations/DIE Forwards.evt
    anim die_backwards_var data/animations/DIE 01 dying Backwards2.cas -evt:data/animations/DIE 01 dying Backwards2.evt
    anim die_to_back_right_var data/animations/DIE Back right.cas -evt:data/animations/DIE Back right.evt
    anim die_falling_cycle data/animations/Flailing Cycle.cas -evt:data/animations/Flailing Cycle.evt
    anim die_falling_end data/animations/Flailing Cycle to land.cas -evt:data/animations/Flailing Cycle to land.evt
    anim die_trampled_front_roll data/animations/man_trampled_down_roll_from_front.CAS -evt:data/animations/man_trampled_down_roll_from_front.evt
    anim die_charging data/animations/2HS_05 Charging Death.cas -evt:data/animations/2HS_05 Charging Death.evt
    anim stand_to_hide data/animations/2HS_85 Stand to Hide.cas -fr
    anim hide data/animations/2HS_86 Hide Loop.cas -fr
    anim hide_to_stand data/animations/2HS_87 Hide to stand.cas -fr
    anim knockback_back data/animations/2HS_30 Stand ready back Impact.cas -evt:data/animations/2HS_30 Stand ready back Impact.evt
    anim knockback_back_move data/animations/2HS_30M Stand ready Back Impact.cas -evt:data/animations/2HS_30M Stand ready Back Impact.evt
    anim knockback_back_right data/animations/2HS_30 Stand ready backright Impact.cas -evt:data/animations/2HS_30 Stand ready backright Impact.evt
    anim knockback_back_right_move data/animations/2HS_30M Stand ready Back Right Impact.cas -evt:data/animations/2HS_30M Stand ready Back Right Impact.evt
    anim knockback_front data/animations/2HS_30 Stand ready front Impact.cas -evt:data/animations/2HS_30 Stand ready front Impact.evt
    anim knockback_front_move data/animations/2HS_30M Stand ready Front Impact.cas -evt:data/animations/2HS_30M Stand ready Front Impact.evt
    anim knockback_front_left data/animations/2HS_30 Stand ready front left Impact.cas -evt:data/animations/2HS_30 Stand ready front left Impact.evt
    anim knockback_front_left_move data/animations/2HS_30M Stand ready Front Left Impact.cas -evt:data/animations/2HS_30M Stand ready Front Left Impact.evt
    anim climb_backwards data/animations/Ladder_02 Climb down.cas -evt:data/animations/Ladder_02 Climb down.evt
    anim climb_idle data/animations/Ladder_03 Idle still.cas -evt:data/animations/Ladder_03 Idle still.evt
    anim climb_forwards data/animations/Ladder_01 Climb up.cas -evt:data/animations/Ladder_01 Climb up.evt
    anim stand_idle_to_climb data/animations/2HS_55 Stand ready to climb ladder.cas -evt:data/animations/2HS_55 Stand ready to climb ladder.evt
    anim stand_idle_to_climb_backwards data/animations/2HS_80 Battlement 2 climb ladder leftside.cas -evt:data/animations/2HS_80 Battlement 2 climb ladder leftside.evt
    anim climb_backwards_to_stand_idle data/animations/2HS_58_Climb down ladder 2 Stand ready.cas -evt:data/animations/2HS_58_Climb down ladder 2 Stand ready.evt
    anim climb_forwards_to_stand_idle data/animations/2HS_56 Climb off ladder onto left bat left 2 standready.cas -evt:data/animations/2HS_56 Climb off ladder onto left bat left 2 standready.evt
    anim crew_stand_to_push data/animations/carry_and_artillery/Art_17 Stand 2 Push heavy object.cas -evt:data/animations/carry_and_artillery/Art_17 Stand 2 Push heavy object.evt
    anim crew_push data/animations/carry_and_artillery/Art_18 Push heavy object loop.cas -evt:data/animations/carry_and_artillery/Art_18 Push heavy object loop.evt
    anim crew_push_to_stand data/animations/carry_and_artillery/Art_19 Push heavy object 2 STAND.cas -evt:data/animations/carry_and_artillery/Art_19 Push heavy object 2 STAND.evt
    anim step_forward data/animations/LIS 01 Front step.cas -fr, -evt:data/animations/LIS 01 Front step.evt
    anim step_back data/animations/LIS 01 Back step.cas -fr, -evt:data/animations/LIS 01 Back step.evt
    anim step_left data/animations/LIS 01 Left step.cas -fr, -evt:data/animations/LIS 01 Left step.evt
    anim step_right data/animations/LIS 01 Right step.cas -fr, -evt:data/animations/LIS 01 Right step.evt
    anim react_back_step data/animations/2HS_92_combat_step_back.CAS -fr, -evt:data/animations/2HS_92_combat_step_back.evt
    anim react_guard_high data/animations/2HS_86_guard_high.CAS -fr, -evt:data/animations/2HS_86_guard_high.evt
    anim react_guard_low data/animations/2HS_86_guard_low.CAS -fr, -evt:data/animations/2HS_86_guard_low.evt
    anim react_feint_high data/animations/2HS_88_feint_high.CAS -fr, -evt:data/animations/2HS_88_feint_high.evt
    anim react_feint_low data/animations/2HS_88_feint_low.CAS -fr, -evt:data/animations/2HS_88_feint_low.evt
    anim react_dodge_high data/animations/2HS_87_dodge_high.CAS -fr, -evt:data/animations/2HS_87_dodge_high.evt
    anim react_dodge_low data/animations/2HS_87_dodge_low.CAS -fr, -evt:data/animations/2HS_87_dodge_low.evt
    anim knockdown_launch data/animations/2HS_89_knockdown_launch.CAS -fr, -evt:data/animations/2HS_89_knockdown_launch.evt
    anim knockdown_lying data/animations/LIS_114_knockdown_idle.CAS -fr, -evt:data/animations/LIS_114_knockdown_idle.evt
    anim knockdown_recover data/animations/2HS_89_knockdown_idle_to_Stand_ready.CAS -fr, -evt:data/animations/2HS_89_knockdown_idle_to_Stand_ready.evt
    anim knockdown_stumble data/animations/2HS_89_knockdown.CAS -fr, -evt:data/animations/2HS_89_knockdown.evt
    anim idle_to_swim data/animations/2HS_swim_STAND2SWIM.CAS
    anim swim_to_idle data/animations/2HS_swim_SWIM2STAND.CAS
    anim swim_idle data/animations/LIS_swim_treadwater.CAS
    anim swim data/animations/LIS_swim.cas
    anim swim_shuffle_forwards data/animations/LIS_swim_shuffle_forward.CAS
    anim swim_shuffle_backwards data/animations/LIS_swim_shuffle_backward.CAS
    anim swim_shuffle_left data/animations/LIS_swim_shuffle_left.CAS
    anim swim_shuffle_right data/animations/LIS_swim_shuffle_right.CAS
    anim swim_attack data/animations/LIS_swim_attack.CAS -id 0.03, 0.0, 1.11 -if:15
    anim berserker_swing_attack_left data/animations/berserker_2m_swing.cas

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