Alexandermb Posted December 2, 2017 Report Share Posted December 2, 2017 (edited) I have a question about the UnitAi components: After reading for a while the file i found that every resource have a subdivisión "gather_" "carry_" and the walking orders are divided by "individual.walking" and "individual.approaching" for combat, so in this case it would be posible to define different types of walk_; run_; idle_ animations ? i want to know so if its posible i could try bring injured walking animations and could use the ready variant when using the "combat.approaching" state Spoiler Edited December 2, 2017 by Alexandermb Quote Link to comment Share on other sites More sharing options...
bb_ Posted December 2, 2017 Report Share Posted December 2, 2017 Uploading a old outdated patch of mine here that seems related: running_0.6.diff However for this use injury I think you could better keep setting the "move" animation from unitAI, and then set a specific one from the health component. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 2, 2017 Author Report Share Posted December 2, 2017 i see, thanks in advanced mostly is for try injury look like now that we see in alpha 22 kart damaged variants i got the idea of try injury look like for units as seen in Black and White 2 but also for try making the units more realist, because the whole animation pack enrique's made its pretty good but the relax animation at least in a battle scene doesn't fit to me so my plan is change the combat.approaching animation for walk_ready type if enemy is withing X range use idle_ready otherwise keep using the relax variant for natural behavior. 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted December 3, 2017 Report Share Posted December 3, 2017 It's entirely possible, using https://code.wildfiregames.com/D311 . You could create a new variant, containing Idle, Walk, Run animations and name it "injured_something" and call that as a variant. The problem is that you can only have one variant at a time, which can quickly multiply the number of needed animations. 1 Quote Link to comment Share on other sites More sharing options...
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