Adding new Death AnimationS!

Mr.Wolna

Vault Senior Citizen
Hi Guys! Sorry for my bad english, I'm german!

I have a question!
Well, can I make new Death Animations in Fo/Fo2
I want to export the headshot animation from Jagged Alliance 2 to Fallout.
And when you make a headshot in Fo you can see the Ja2 animation
I hope you understand what i mean!
Is there are Possibility???

I'm on my way to make the frms but i don't know much about scripting can somewhere explain it to me how the death animations in fallout work!
 
Mr.Wolna said:
Hi Guys! Sorry for my bad english, I'm german!

I have a question!
Well, can I make new Death Animations in Fo/Fo2
I want to export the headshot animation from Jagged Alliance 2 to Fallout.
And when you make a headshot in Fo you can see the Ja2 animation
I hope you understand what i mean!
Is there are Possibility???

I'm on my way to make the frms but i don't know much about scripting can somewhere explain it to me how the death animations in fallout work!

See here.
http://modguide.nma-fallout.com/#Graphics011

Basically, you just edit the critter, no scripting.
 
Well - if you want to add *new* animations then you need to create new critter animations/frms and also need scripting.

Wild Qwerty is the better person to ask.
 
To be honest I'm not entirely sure this can be done. Sure you could replace existing death animations but as far as adding completely new ones I just dont think there will be room for it, but I havent actaully tried it so it may be possible

It's all down to the naming of the FRMs. Any frm that has a Suffix starting with 'B' is a death animation, it just wether or not there is a limit to the second letter of the suffix in the engine code. It is possibel that they added support for more animations but just never actaully made them. In the same way I made the hero animation pack for new attack types (flame thrower pistol, full auto pictol, single shot minigun gun etc...) It was just a matter of taking advantage of an ability that was always there.

So if you look at this table below you can see that the exisitng animations codes stop at 'BP' so you could try adding 'BQ' for example, who knows maybe they were going to make more? The otehr option is to just use one of the existing options as not every critter uses all of them anyway.

B = Death Animations
BA = Knockdown BACKWARDS
BB = Knockdown FORWARDS
*BC* = Fem Combat Armor fall
BD = Chunk death
BE = Crispyfall
BF = Ripped to pieces
BG = Chestburst
BH = Electricrisp
BI = Chopped
*BJ* = Burnout
BK = Electricrisp
BL = Explode
BM = Meltdown
*BN* = Flaming
BO = Bleed on back
BP = Bleed on chest

Read this thread for a similiar thing we done a while ago for new attack types

http://www.nma-fallout.com/forum/viewtopic.php?t=11182


For further information on FRM naming conventions go here
http://www.nma-fallout.com/forum/viewtopic.php?p=75900&highlight=#75900
 
Wild_qwerty said:
In the same way I made the hero animation pack for new attack types (flame thrower pistol, full auto pictol, single shot minigun gun etc...)

It really works? I can't remember right, but.. wasn't it not so, that it didn't work the way it was thought?

And I mean, attack types and death animations.. attack types sounds plausible, but death animations?


I am skeptical with this.
 
Thanks for the answers guys!

But have can i make a death animation when the player make a headshot (no normal shot)!

I will need a new Script?
Where are the death animations scripts or is this in the exe???

I'm dreaming about 4 years to make a headshot death animation for Fallout


and i need some help, so plz i've you can help me!!!

THX Mr.Wolna
 
I've a question too:

I've noticed that different Critters playing the idle animation more often then other.

Where do I find the script how often the idle animation is played?
My guess are the ai files in the data, but I don't know?!
 
I guessing that you want the script that is attached to the given critter. Look in the pro file in the mapper to see which script.

I have no idea wether or not the animations can be done, you will need to try the above method and see if it works. Good luck
 
Mr.Wolna said:
Hey is it possible to do with some scripts like

when hit_head_start an animation?

There is code that recognizes specific damage to the head, like being blinded or knocked out, but not just being hit in the head.
 
A "head damage" code was coded for once (according to some notes in the mapper), but it was replaced by the developers with a "weapon drop" code instead.
 
Fuck i just want to make an Headshot ani in Fo2 8that my biggest dream :D ) you know when you hit the head the come a new death animations?

Question what is the ending for the EMP deat animations in the NMA MODDING GUILD there is no entery. Yes i know that humanoid critters cant hurt by EMP because of the 500 resistens.
but when you add the critters resistence and a wepon to make EMP damage then you van meayby add a new death animation? what you think?
 
Yeah, I understand what you are trying to do. I'll check what those animations are. I don't think there is a specific death animation for EMP... just those without resistance receive electrical damage.
 
im just playing a bit with the FIC pro editor look at this amesome shit:
fallout2200801210709457lr5.gif


^^
 
For those who were curious, I believe there is a way to add new death animations. It would be no different than dealing with Horrigan. If a critter is killed (destroy procedure) then a new art could be called. However, it could only be added to one script at a time.
 
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