New critter -Trouble with kl animation (flamer shot)*Solved*

Sirren67

Look, Ma! Two Heads!
I have a ready new critter for the Fallout: BG&E tc. The creature is supposed to breathe fire, just like a fire gecko.
I gave it the kl animation just like the fire gecko (which misses the big guns dodge animation - odd). The point is I can give my new critter both the gecko breath weapon and a normal flamer, but it never fights back while holding them. It can dodge, walk, stand idle and so on but never uses the weapon... It just stands there waiting to be sliced and diced.
I triple checked that all animations are present... I mean pull out/in, aim/pull down and shot.
The proto has enough strength and skill to use the flamer. I know it's not a problem of AI, I tried several.
I know there are several options for the flamer animations... Do I need to make a new weapon proto?
Thanks in advance.
 
Did you give the critter hand to hand attack animations? What script did you assign the scritter? Try giving it the fire ghecko script, heck try changing the fire geecko to use the new FRM and see what happens.

I havent looked at the fire ghecko animations for ages, did you make the change weapon FRMs, they will probably still need to be there even if they are jsut one frame long.
 
Hi there.
I found the scripts for the regular geckos, not the fire one. I'm still looking into the trouble... Probably a matter of misnamed .FRMs. I'll let you know as soon as possible. (Yes, I made all the animations).
See you.

EDIT (A few hours later)
Apparently the engine didn't like my animation in .FR0/5 format... I did it that way to check how it turned to be without a boring test in mapper. I did a normal .FRM (800 + kbs...), now the creature happily turns me into ashes with both a breath weapon and a flamer....
Cheers!
 
I'd ony use the FR0/5 files for the death animations. I think the whole point of FR0/5 files was the split the file size up onto 6 separate peices back in the days when computers were slow.
 
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