By description, these guys should dismount before they fire. This was quite easy to set up really, but when they dismount they always do a jump/mount before they settle and gets ready to fire. I use this animation table:
It is just an edit of the original so that their muskets show when they are on ground. I've tried to adapt some of the Dragoon animation but that jut crashed the game before it could launch. I just want them to dismount normally and fire, without the little "jump" every time they move around.Code:animation_table rider_camel { skeleton_type man fragment man_common_fragment fragment musket_death_fragment default_equipment_display = ambient fragment musket_fragment default_equipment_display = primary_weapon, ambient fragment camel_rider_fragment fragment climb_fragment default_equipment_display = ambient mount_table mount_camel }
EDIT: I found out how to do it!
In camel_rider_fragment.txt change this:
From:
To:Code:STAND filename = "Animations/MEN/CAMEL_RIDER/Rider_Stand.anim" RIDER_STAND_IDLE_1 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_1.anim" RIDER_STAND_IDLE_2 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_2.anim" RIDER_STAND_IDLE_3 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_3.anim"
and it works. Now the Camel Gunners can dismount and behave like their description suggest they should. And this animation change does not affect the Camel Nomads either. Tried in battleCode://STAND filename = "Animations/MEN/CAMEL_RIDER/Rider_Stand.anim" RIDER_STAND_IDLE_1 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_1.anim" //RIDER_STAND_IDLE_2 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_2.anim" //RIDER_STAND_IDLE_3 filename = "Animations/MEN/CAMEL_RIDER/Rider_Idle_3.anim"![]()




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