Quote:
Originally Posted by Vanilla
Well, not really, many useful and not-used animations are there (like 'alarm-jump' off the bed), while other aren't. Last night I discovered that there is no 'Walk through hatch' animation that can be used. Although it is obvious that the devs has planned to create this animation (you see references to Walk_hatch and Walk_hatch_reverse in many waypoints_files) it is simple not there - when you try to use unedited waypoints created by devs there are glitches due to the lack of those animations.
That is a grave problem for me. I was hoping to animate crew in more sensible way, to make them act according to their duties on the boat and the environment. I started with the Bosun - he should supervise the crew so I hoped to make him walk up and down the boat occasionaly and 'supervise' what crew is doing. It is relatively easy except that I cannot make him walk through any hatches since there is no animation for that. I can only make him walk or run through the wall, or teleport him. There is an animation of a sailor going through the hatch that is used in tutorial mission, but it applicable to only one situation when the character is already in front of the hatch and this animation makes it look like he just walked through it, and works only if he is 'walking' from the bow to heck of the boat. I was even thinking of hex-editing, but then I realised that creating a complete animations by hex-editing is way beyond my skills and is hardly possible at all.
So now I think I just teleport them from one compartment to another and wait for privateer to finish his epic quest agains granny so I can create the animations needed (after learning how to create them).
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The might fine crew mod has an animation for dieter depp comming down the conning tower and walking throught the hatch near the sound man and it is used in game when have dived the sub. Why would this not be applicabe to the bosun?