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Help my zombie anim not included in anim tree generic human?

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Created 11 years ago
by Erthrock
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ok so I replaced
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level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;

with
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level.scr_anim["zombie"]["sprint1"] = %zombie_run_bo2;

then when i launch my game it says script compile error: level.scr_anim["zombie"]["sprint1"] = %zombie_run_bo2; not included in anim tree generic human
Marked as best answer by Erthrock 11 years ago
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Replace ai_zombie_sprint_v1 with zombie_run_bo2 in raw/animtrees/generic_human.atr (make sure to copy to your mod and build it into FF as rawfile).
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Or copy generic_human.atr to your mod folder, and add zombie_run_bo2 in with the other sprint anims without replacing anything.
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Or copy generic_human.atr to your mod folder, and add zombie_run_bo2 in with the other sprint anims without replacing anything.
true but would that bump up the anim or fx limit?
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true but would that bump up the anim or fx limit?

The FX limit? It's an animation..
It will add one extra anim, think the limit on that is 2400 or something. That's the limit you have least to worry about prob.
And if you only replace it in your _zombiemode.gsc, the old anim will still be loaded in your .csv's so it would prob still add one to the limit instead of actually replacing it unless you remove it propperly from all files..

EDIT:

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	level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2;
level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2;

If you only replaced "sprint1" you still need ai_zombie_sprint_v1 in your animtree anyway, or else it'll throw an error about that one. Or replace "sprint3" too
Last Edit: March 24, 2015, 06:48:55 pm by BluntStuffy

 
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