Animation IDs - Flipping Goblins and Napping Ogres

Discussion in 'General Modification' started by marc1967, Mar 19, 2015.

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  1. marc1967

    marc1967 Established Member

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    Can anyone think of any unusual waypoint animation IDs that I can explore and document? I'm not looking for the combat stuff, but the non-combat animations like the hammering blacksmith and the back-flipping goblins. Most models have the similar attack/feint/shield-bash animations in IDs 1 - 12. I'm looking for unusual ones to spice things up. I have no intention of getting into the model and mesh files, I just want to find any existing ones that I can use. I've come up with very few. I'm refering to the Anim IDs that go here:

    Anim IDs.jpg

    This is all I can think of so far:


    Models: 100, 101, 102, 103, 104, 104, 105 (Human M, Human F, Dwarf M, Dwarf F, Half-orc M, Half-Orc F)

    Anim ID 1: Goes to knees and worships. Only triggers with certain light and one-handed weapons. Doesn't work with no weapon in hand, two-handed weapons, ranged weapons, dagger, spear, and others.​


    Model: 504 (Blacksmith)

    Anim ID 1: Hammers 9 times. Like above, it only works with some weapons.​


    Models: 1055, 1056, 1057, 1058, 1059 (Goblins)

    Anim ID 1: Does 12 backflips.
    Anim ID 2: Pumps fists for 20 seconds.
    Anim ID 3: Pumps fists for 20 seconds, but mostly one-handed.​


    Models: 1153, 1154, 1155 (Ogres)

    Anim ID 1: Yawns and Stretches, then sits down and naps for 30 seconds.
    Anim ID 2: Picks butt, then sniffs fingers.​


    Models: 1032-37 (Zombies), 1030-40 (Lacedons), 1041-43 (Ghouls), 1050-52 (Ghasts)

    Anim ID 1: Goes to hands and knees, the chews while blood spatters (15 times)​
     
    Last edited: Mar 27, 2015
  2. Rudy

    Rudy Established Member

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    Hmm... not really, though I'll keep an eye out if I ever get back to playing instead of messing with files =D

    I assume you mean animations that could be used by multiple figures, mainly? Like, the giant frog has its tongue attack animation, which is pretty unique, but I take it that's not the kind of thing you're looking for.
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    They're about the only one's I've noticed. Maybe try looking at the models with V2Brute? I did that once and found many for the PC models, such as bull rush, that were made for elements of the rules not implemented.
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Ooh there's an anim for Bullrush? We have to implement that now!
     
  5. marc1967

    marc1967 Established Member

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    Thanks for mentioning that!

    I only used that program for particles last year for a while, then realized there were so many particles available I didn't really need to make my own, and never went back to it.. I either forgot or never even realized you could examine the animations with it.

    Now if I can just get it to stop crashing every 90 seconds. :sadblinky


    EDIT: Found a few already with it. I'll compile any more and update the top post with the new ones. Zombie on his hands and knees chewing on the ground while blood spatters, hehe.
     
    Last edited: Mar 20, 2015
  6. Daryk

    Daryk Veteran Member

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    Marc, now that you mention it, I think ghouls do that one too...
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    There's a flag (can't remember what it is right now but it doesn't seem to be commonly used - something along the lines of an NPC being on alert) that will incidentally cause some NPCs to do a kind of cool looking look left-look right type animation, as opposed to their normal idle. I recall seeing it on some ogres and/or giants.

    One place you could check to see if you can detect some unfamiliar animation names is in a proto's mesh files (.ska and .skm), one of which lists all of the proto's idle animations, as well as associated SFX. It's surprising how many most critters have, although I think many or even most aren't actually used. (The audio is synced with the animations because they do stuff like grunt when they fidget, etc. Or they're supposed to.)
     
  8. Sitra Achara

    Sitra Achara Senior Member

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    Probably flag 144 (the Temple alert flag). I've seen it checked in the DLL.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    I meant an object flag actually, although 144 in the .dll may still be so.
     
  10. XVicious

    XVicious Established Member

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    Here is a question?

    How do you manipulate the PC animations or NPC animations in game?


    I found if you use

    game.leader.obj_set_int(obj_f_critter_flags, OCF_COMBAT_MODE_ACTIVE)

    you see the selected member go into a combat animation that isn't ever seen in the

    actual game.


    does anyone know about Critter flags or critter_flags2

    or any flags in general that controls the animation sequences?


    further does anyone understand what the function Anim_CallBack funtions are used
    for?


    I had spent some time on this but found nothing on how to control the animations.

    Does this need to be set by using some waypoint function?

    =====================================
    available editable codes data via Python during runtime

    Code:
    
    obj_f_critter_end   
    obj_f_critter_pad_i64as_5   obj_f_critter_pad_i64as_4   obj_f_critter_pad_i64as_3   obj_f_critter_pad_i64as_2   
    obj_f_critter_seen_maplist  
    obj_f_critter_attacks_idx   
    obj_f_critter_damage_idx    
    obj_f_critter_pad_i64_5 obj_f_critter_pad_i64_4 obj_f_critter_pad_i64_3 obj_f_critter_pad_i64_2 
    obj_f_critter_monster_category
    obj_f_critter_pad_i_3   
    obj_f_critter_strategy  
    obj_f_critter_hair_style    
    obj_f_critter_sequence  
    obj_f_critter_pad_i_5   obj_f_critter_pad_i_4   
    obj_f_critter_subdual_damage    
    obj_f_critter_reach 
    obj_f_critter_skill_idx 
    obj_f_critter_death_time    
    obj_f_critter_teleport_map  
    obj_f_critter_teleport_dest 
    obj_f_critter_follower_idx  
    obj_f_critter_description_unknown   
    obj_f_critter_inventory_source  
    obj_f_critter_inventory_list_idx    
    obj_f_critter_inventory_num 
    obj_f_critter_money_idx 
    obj_f_critter_portrait 
    obj_f_critter_fleeing_from  
    obj_f_critter_feat_count_idx    
    obj_f_critter_feat_idx  
    obj_f_critter_spells_cast_idx   
    obj_f_critter_spells_memorized_idx  
    obj_f_critter_spells_known_idx  
    obj_f_critter_school_specialization 
    obj_f_critter_alignment_choice  
    obj_f_critter_domain_2  
    obj_f_critter_domain_1  
    obj_f_critter_deity 
    obj_f_critter_alignment 
    obj_f_critter_pad_i_1   
    obj_f_critter_experience   
     obj_f_critter_weight    
    obj_f_critter_height    
    obj_f_critter_age  
     obj_f_critter_gender    
    obj_f_critter_race  
    obj_f_critter_level_idx 
    obj_f_critter_abilities_idx 
    obj_f_critter_flags2    
    obj_f_critter_flags 
    obj_f_critter_begin 
    
    =========================
    NPC fields
    Code:
    obj_f_npc_end   
    obj_f_npc_pad_i64as_5   
    obj_f_npc_pad_i64as_4   
    obj_f_npc_pad_i64as_3  
    obj_f_npc_pad_i64as_2   
    obj_f_npc_standpoints   
    obj_f_npc_pad_ias_5 
    obj_f_npc_pad_ias_4 
    obj_f_npc_pad_ias_3 
    obj_f_npc_ai_list_type_idx  
    obj_f_npc_hitdice_idx   
    obj_f_npc_pad_i64_5 
    obj_f_npc_pad_i64_4 
    obj_f_npc_pad_i64_3 
    obj_f_npc_pad_i64_2 
    obj_f_npc_ai_flags64    
    obj_f_npc_pad_i_5   
    obj_f_npc_pad_i_4   
    obj_f_npc_pad_i_3   
    obj_f_npc_waypoint_anim 
    obj_f_npc_add_mesh  
    obj_f_npc_ac_bonus  
    obj_f_npc_save_willpower_bonus  
    obj_f_npc_save_fortitude_bonus  
    obj_f_npc_save_reflexes_bonus   
    obj_f_npc_ai_list_idx   
    obj_f_npc_generator_data    
    obj_f_npc_reaction_time_idx 
    obj_f_npc_reaction_level_idx    
    obj_f_npc_reaction_pc_idx   
    obj_f_npc_challenge_rating  
    obj_f_npc_reaction_base 
    obj_f_npc_substitute_inventory  
    obj_f_npc_retail_price_multiplier   
    obj_f_npc_faction  
    obj_f_npc_standpoint_night_INTERNAL_DO_NOT_USE  obj_f_npc_standpoint_day_INTERNAL_DO_NOT_USE    
    obj_f_npc_waypoint_current  
    obj_f_npc_waypoints_idx 
    obj_f_npc_who_hit_me_last   
    obj_f_npc_combat_focus  
    obj_f_npc_ai_data   
    obj_f_npc_leader    
    obj_f_npc_flags 
    obj_f_npc_begin 
    
    
    all these data arrays of
    enumarations to pointers of an address where these datas are stored
    Python accesses these fields via
    obj_set_int(int, int)
    obj_get_int(int)
     
    Last edited: May 16, 2015
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