Script_AniName v2
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46 commits
to master
since this release
Usually to determine the animations (.xmot) to use for an animated mesh (.xact),
Gothic 3 takes the second word in the mesh file name as the animation prefix.
This Script overrides that mapping for certain species:
gESpecies_Skeleton:Skeleton_....xmotgESpecies_Zombie:Zombie_....xmot
The same mapping override is applied to the eff_creature_<actor name>_stumble_01 and
eff_creature_<actor name>_die_01 effects:
gESpecies_Skeleton:eff_creature_skeleton_stumble_01,eff_creature_skeleton_die_01gESpecies_Zombie:eff_creature_zombie_stumble_01,eff_creature_zombie_die_01