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Script_AniName v2

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@georgeto georgeto released this 30 Jan 23:29
· 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_....xmot
  • gESpecies_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_01
  • gESpecies_Zombie: eff_creature_zombie_stumble_01, eff_creature_zombie_die_01