Gamemacik Posted February 6 Share Posted February 6 (edited) 128 AnkhegEmerge() This action is likely called directly by the engine, and is used to give ankheg give the appearance of emerging from the ground. Calling the action from script has no effect. 129 AnkhegHide() This action is likely called directly by the engine, and is used to give ankheg give the appearance of burrowing into the ground. Calling the action from script has no effect. Actually both actions work when called from script, player must have ankheg's animations to get this work script actions activate following sequences 14 SEQ_EMERGE 15 SEQ_HIDE Edited February 6 by Gamemacik Quote Link to post
Jarno Mikkola Posted February 22 Share Posted February 22 On 2/6/2021 at 9:27 PM, Gamemacik said: player must have ankheg's animations to get this work You sure about this, and that it's not specific animation sequence frame that are required ? Cause it might be that all the other type 3 animations could have it (added to them), while it's not in them because it has no use and so no files. As Ankhegs use the MAKHxxxx.bam animations, it having MAKHDGxx.bam files, for the ground animations, as well as MAKHGxx.bam files for the emerge animations. Aka, it could be that adding <4 character prefix>Dxxx.bam files, even if empty, could enable this for a lot of creatures. x's of course being what ever the rest of the animation sequence names are needed to be. Quote Link to post
argent77 Posted February 22 Share Posted February 22 These script actions are available to all animations in slots range 3000-3fff. This includes the new Neothelid animation in SoD. The D-type BAMs are just used as an extra layer for this animation type and rendered behind the creature sprite for the ground part. The number of frames in these BAMs don't have to be in sync with the creature sprite BAMs. They are simply played back repeatedly until the creature animation sequence has ended. Quote Link to post
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