Scrimbles Posted December 2, 2015 Share Posted December 2, 2015 Without editing the mod characters anim files, that is. Like, is there a way that a mod character could dig into a few specific animations from another base characters files? Thankis Link to comment https://forums.kleientertainment.com/forums/topic/59726-is-there-any-way-for-a-mod-character-to-borrow-another-characters-emote-animations/ Share on other sites More sharing options...
Kzisor Posted December 2, 2015 Share Posted December 2, 2015 @Ogrecakes, inst.AnimState:SetBank('bank name') Link to comment https://forums.kleientertainment.com/forums/topic/59726-is-there-any-way-for-a-mod-character-to-borrow-another-characters-emote-animations/#findComment-690648 Share on other sites More sharing options...
Scrimbles Posted December 2, 2015 Author Share Posted December 2, 2015 @Ogrecakes, inst.AnimState:SetBank('bank name') Um, what am I supposed to do with this? Like, is there a line that brings this into action like "OnEmote: inst.AnimState:SetBank('bank name')"? Link to comment https://forums.kleientertainment.com/forums/topic/59726-is-there-any-way-for-a-mod-character-to-borrow-another-characters-emote-animations/#findComment-690771 Share on other sites More sharing options...
Kzisor Posted December 2, 2015 Share Posted December 2, 2015 @Ogrecakes, That line of code will set the new animation bank you want to use. You still have to play the animations and set how animations are handled exactly like the original prefabs are set up. This just makes it where you can use new animations if you so desire from the animation bank. Alternatively you could set the animation bank name to the 'wilson' and you wouldn't need to change the bank name you'd simply play the animation like normal. Link to comment https://forums.kleientertainment.com/forums/topic/59726-is-there-any-way-for-a-mod-character-to-borrow-another-characters-emote-animations/#findComment-691066 Share on other sites More sharing options...
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