Lion.Kanzen Posted April 3, 2018 Report Share Posted April 3, 2018 Don't forget the heavy brath.... And is poisoned or very dizzy because lost blood in combat. Check this animation when he is walking. Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 3, 2018 Report Share Posted April 3, 2018 7 hours ago, Alexandermb said: ok so i've finally made it to switch the animation from relax to ready when approaching an unit to fight by just adding this in the actor file and those two in the UnitAI. can i go wild with the ready walking animations ? Btw maybe it could be deffined too on garrison type variants by get entity class (elephant, turret, wall, ship, building, chariot, horse) and make a ground unit have several animations variants for garrisoned. Hide contents if someone want to checks in what i mean use this file and put 2 spart_infantry_spearman close enough to walk and fight, and place another guy far for move it freely.Spart_hoplites_attack_Animations.7z @LordGood @temple Quote Link to comment Share on other sites More sharing options...
temple Posted April 4, 2018 Report Share Posted April 4, 2018 The UnitAI changes are in the formation controller section which probably isn't what you want. (I think some alphas ago the formation controller was shown as banner, but right now it's invisible.) Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted March 16, 2021 Report Share Posted March 16, 2021 @Alexandermb, As now we have DamageVariants that can set different variants based on health level, can we now also apply different animations to it? For heavy damage, set the similar actor but with walking animation replaced with wounded walking variant? Quote Link to comment Share on other sites More sharing options...
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