[FilterScript] All Animations 1.5 [Dialog Edition]
#1

It\'s been 11 years since my animation script was written. I am at the New Year holidays it slightly updated.





* Now there are no commands, only buttons:

- Mouse wheel - show readme;

- Button H / P - show a list of animations.

* Animations are absolutely everything (at least, which are adequately displayed; there were 4 more workers, but the skin was broken there). It’s not possible to convert animations from cut scenes, so they are not there either.

* Support for custom-animations is available, just fill the array with the names and libraries (everywhere indicated by SEX, so that the game does not crash when incorrectly added).

* All special actions are also added.

* Added correct preloading animations.

* Added custom.img with edited * .ifp to unlock SEX library animations [not that section]

* I did not add any commands to stop animations or special actions, just poke Spacebar.

* Among my versions, this revision is the shortest and functional. I did it for myself, I have enough opportunities. Who is interested in searching by the name of the library or animation, or beautiful text texts - there are many alternatives.

* When you first spawn for a couple of seconds, there may be a frieze - this is loading animations. Alas, it did not work out otherwise.


Creator: OKStyle

Download: Pastebin link
Reply
#2

This is dope... but what if you made an advanced in-game animation presentation. Like, get a lot of useful data on anims (whether they are moving, walking anims, jumping, still, grounded, special, etc) and create more useful categories based on that. This would be super useful compared to going through the anim-libs and anim-names.
Reply
#3

Nice idea but smth like that already been: _Seif walk style I mean. Some anims may be used for new action with guns, for climbing on the ladder, open the doors etc.
Reply
#4

Quote:
Originally Posted by Crayder
View Post
This is dope... but what if you made an advanced in-game animation presentation. Like, get a lot of useful data on anims (whether they are moving, walking anims, jumping, still, grounded, special, etc) and create more useful categories based on that. This would be super useful compared to going through the anim-libs and anim-names.
I always thought it would be cool to make a compound animation builder. Pretty much set an animation wait x time play another anim all in sequence.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)