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  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Changing animations in stratmap characters

    I have got this cute stratmap character that I want to use as a priest. But he hasn't got a staff or a weapon, so his arms are swinging wildly which looks quite ridiculous.
    The diplomats basic movements are just ideal for that. so I started to copy the basic animation entries in descr_skeleton from diplomat to priest. That didn't work - he was still swinging.
    Tried copying the unpacked strat_diplomat folder (from Caledran?) into the animations folder - still swinging.
    So I changed the entry in the descr_model_strat:
    type catholic_priest
    skeleton strat_diplomat
    scale 0.7
    Then I spawned a heretic right next to him and had him smite the heathen: it worked! Doesn't look to bad either, but you can see that some small animation is missing. My worry was that the game might crash as the diplomat hasn't got a 'denounce' animation.

    So how do I make the changes in the descr_skeleton stick?










  2. #2

    Default Re: Changing animations in stratmap characters

    Same as you would for any new descr_skeleton entry. You just need the unpacked animation files in your animation folder, temporarily re-name your packed files in your main folder and run the game with the .cfg setting to get the files to re-build.

  3. #3

    Default Re: Changing animations in stratmap characters

    there is a skeleton named "witch", while the witch actually uses strat_diplomat. i have not tested what is the difference between the two, perhaps you should check it out...
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
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  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Changing animations in stratmap characters

    Thank guys, I should have made a note here that I managed to get it working. As Eothese mentioned:

    - change the entry in descr_skeletons
    - get the unpacked animations
    - rename the original packed files
    - run the game with [util] no_animationdb = true in the cfg file










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