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Code staff to run forever?
Topic Started: Jun 22 2017, 09:26 AM (46 Views)
BatWolf
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Professor
Doing a thing for my machinima and need a scene of a bunch of staff running (trying to use desert marines or the soldiers dressed all in black (mods) preferable both) how would i do this?
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Hugo7
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I've done this in order to get the Dino Capture Team always using binoculars.
I'm not sure about soldiers but here's how I've done this, by only editing one .bfb file.

First, make sure you've got a backup of your files before editing them.
Or the best way is to create a new .z2f file to override (name it with "zzzzz" before its name)

Go to entities\units\staff\your_staff_member
Then edit the file your_staff_member_adult_M.bfm
It should start like this :
Code:
 
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<BFM modelname="entities\units\staff\your_staff_member_adult_M\your_staff_member_adult_M.bfb">
<animation anim="entities\units\staff\Keeper\Staff_Keeper_M_Binoculars_2Stand.bf" animName="Binoculars_2Stand" debug="false" animSpeed="1" explicitUseOnly="false" resolveUnitCollisions="true" groundFitRotation="true" allowSpineBending="false" load="true" yawSpeed="0" pitchSpeed="0" rollSpeed="0" />
etc


Search for "walk" or something like that and replace it by the run animation :
for an example this line says "When this entity is standing and starts to walk, use this animation : [...]"
Code:
 
<animation anim="entities\units\guests\AdultMale\Guest_Adult_M_Stand_2Walk.bf" animName="Stand_2Walk" debug="false" animSpeed="1.500000" explicitUseOnly="false" resolveUnitCollisions="true" load="true" />

Replace it by
Code:
 
<animation anim="entities\units\guests\AdultMale\Guest_Adult_M_Walk_2Run.bf" animName="Stand_2Walk" debug="false" animSpeed="1.500000" explicitUseOnly="false" resolveUnitCollisions="true" load="true" />


You have to replace all walking things to the corresponding running animations.

If you don't want it to stop running, replace :
Code:
 
<animation anim="entities\units\guests\AdultMale\Guest_Adult_M_Run_2Stand.bf" animName="Walk_2Stand" debug="false" animSpeed="1.250000" explicitUseOnly="false" resolveUnitCollisions="true" load="true" />

by :
Code:
 
<animation anim="entities\units\guests\AdultMale\Guest_Adult_M_Walk_2Run.bf" animName="Walk_2Stand" debug="false" animSpeed="1.250000" explicitUseOnly="false" resolveUnitCollisions="true" load="true" />


Here's a non-exhaustive list of lines you'll have to edit :
Walk_2Run, Walk_2Stand, Walk_TurnLeftA, Walk_Ahead, Walk_TurnRightA



It should work...
Edited by Hugo7, Jul 1 2017, 02:07 PM.
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BatWolf
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Professor
jurassic helped me but thanks so much for teaching me how to do it anyway :) ps do you know how to get dino capture team as placeable staff?
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Hugo7
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It must be the same as fences and buildings : in the folder entities\units\staff\ai :
for the 3 files : DinoRecoveryTranqTeam.xml, DinoRecoveryRobot.xml and DinoRecoveryCrateTeam.xml :
open them and remove the <ZTDevCompenent />

Since these staff members have a weird behavior, I don't know if it will cause bugs though.
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BatWolf
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Professor
ok thanks, i'll try that but i can't find the folders it would be in :/
Edited by BatWolf, Jun 28 2018, 10:34 AM.
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