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 Defining animations in disciplinetgt_00X

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hopeless_noob
Fledgling
Fledgling


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Join date : 2014-02-15

PostSubject: Defining animations in disciplinetgt_00X   Sat Feb 15, 2014 6:30 pm

Dear TCI team,

first of all, thank you for your fantastic work! You have added hundreds of hours of enjoyment to one of my favorite games of all time  cheers 


I wanted to try my hand at modding, so just for fun I'm trying to create my own version of Daimoinon. What little I've managed to do so far seems to work (more or less).


Now, I'm trying to implement "Unleash Hell's Fury" at level 5. I  thought it would be cool if I could visually set my target on fire. Under Appendix H of Dheu's guide, I've found three constants that look promising:

 - burning_into
 - burning_loop
 - burning_outof


The Guide says that you can assign animations to objects in Python using the SetAnimation function.

My question is, what is the Tag I need to use to do the same in disciplinetgt_000.txt?

So far, I have only found "Gesture_Anim", which AFAICT is used for gestures, not animations, and "Player_Anim", which uses constants like "PLAYER_VOMIT" that I cannot see defined anywhere.

Thank you well in advance for your kind help,

Hopeless Noob
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Zer0Morph
Caine
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PostSubject: Re: Defining animations in disciplinetgt_00X   Fri Feb 21, 2014 1:29 pm

Open up Windows Explorer and find the file called Interestingplacetypelist.txt located in \Vampire - Bloodlines\Vampire\vdata\system. This is a list of all the pre-animations that Troika created. I used these to help create my custom disciplines.
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hopeless_noob
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PostSubject: Re: Defining animations in disciplinetgt_00X   Fri Feb 21, 2014 4:24 pm

Awesome! Thank you so much!! That's a lot of toys to play with  Very Happy 

I didn't find anything specific for burning, but while fooling around I've figured out how to reuse your awesome particle effects Zer0Morph! So I guess that's even better than what I was originally trying to do!


Now I can make them cower and burn at the same time Twisted Evil
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PostSubject: Re: Defining animations in disciplinetgt_00X   Fri Feb 21, 2014 6:24 pm

There actually is no burning animation so what I did was use the animation where citizens swat at the crows. Then I created burning particle effects and attached them to the citizen so it looks like they're on fire.
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PostSubject: Re: Defining animations in disciplinetgt_00X   Today at 9:01 pm

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