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Script Help Grunt Animations
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Posts: 3,456
Threads: 32
Joined: Jul 2011
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#7
RE: Grunt Animations

The assumption is the thought that the animation parameter will actually do something in practice. Even if we were to assume that the animation at the patrol node feature is implemented, there are still the many animation conditions that the game goes through with the monster, which are listed in the model editor for the grunt type, which could conflict with the desired animation at the patrol node.

In other words, if you want the entity of grunt type to force the run animation, you'll have to edit the walking speeds, possibly the acceleration speeds, walk-to-run speed, etc, of the entity.

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04-03-2012, 08:44 PM
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Messages In This Thread
Grunt Animations - by Dutton - 04-03-2012, 10:51 AM
RE: Grunt Animations - by zombiehacker595 - 04-03-2012, 12:23 PM
RE: Grunt Animations - by Dutton - 04-03-2012, 04:33 PM
RE: Grunt Animations - by RedMser - 04-03-2012, 06:43 PM
RE: Grunt Animations - by Obliviator27 - 04-03-2012, 07:46 PM
RE: Grunt Animations - by Statyk - 04-03-2012, 08:37 PM
RE: Grunt Animations - by Your Computer - 04-03-2012, 08:44 PM
RE: Grunt Animations - by Dutton - 04-04-2012, 11:38 AM



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