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: 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)
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.
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.
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.
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.)
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)