Ideally, melee animations between two units would be played only when the results of a given melee phase between those two units was to be displayed.
So I turned off the idle animations and tried to mod the melee ones in AnimationTools.txt located in FoGII\Data\scripts.
I am not a modder so I wanted to know if what I did was the right thing to do
Here are the modifications I made :
1) I changed this...
Code: Select all
FUNCTION TriggerMeleeIdleIfInCloseCombat(me)
{
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 1);
}
}
Code: Select all
FUNCTION TriggerMeleeIdleIfInCloseCombat(me)
{
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 0);
}
}
Code: Select all
AddVizUnitFormationNoWait(me);
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 1);
}
}
Code: Select all
AddVizUnitFormationNoWait(me);
if (IsInCloseCombat(me) == 1)
{
TriggerDifferentialAnimation(me, "MELEEIDLE", "REARMELIDLE", 0, 0);
}
}
I also replaced all...
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SetUnitBannerAnim(id, 0, "XXXX")
Code: Select all
SetUnitBannerAnim(id, 0, "WAIT");
Hoping it may help some too.