I’m trying to add build animations to pikes and halbs, but it is proving to be much more convoluted than any other units. Instead of the regular build animations, they have their own special animations specific to pikemen:
animation_library\villager\villager_male_build1_pikeman
animation_library\villager\villager_male_build2_pikeman
Does anyone know of an example of a unit that uses these animations so I can have a reference for how they should be used?
The best I’ve been able to come up with is below, where they will sometimes do the hammer action but the hammer still doesn’t attach to their hand and is between the legs.
<anim>BuildLifting<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\BuildLifting</file>
<weight>90</weight>
<tag type="Attack">0.66</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">0.38</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">0.67</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_build_standing_idlea</file>
<weight>10</weight>
<tag type="Attack">0.66</tag>
</assetreference>
<component>ModelComp</component>
<attach a="hammer"
frombone="MASTER"
tobone="bip01 Prop1"
syncanims="0"/>
</anim>
<anim>BuildSaw<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing</file>
<weight>90</weight>
<tag type="SpecificSoundSet"
checkvisible="1"
set="BuildSaw">0.09</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="BuildSaw">0.32</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="BuildSaw">0.70</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw"
frombone="MASTER"
tobone="Bip01 Prop1"
syncanims="0"/>
</anim>
<anim>BuildStaking<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_a</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\human_saw_idlea</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="saw"
frombone="MASTER"
tobone="Bip01 Prop1"
syncanims="0"/>
</anim>
<anim>Build<assetreference type="GrannyAnim">
<file>animation_library\villager\villager_male_build1_pikeman</file>
<weight>90</weight>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">0.36</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">0.66</tag>
<tag type="SpecificSoundSet"
checkvisible="1"
set="Build">1.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_b</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_c</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_d</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_e</file>
<weight>10</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\2_leg_task\Build_f</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="measure tape"
frombone="MASTER"
tobone="Bip01 Prop2"
syncanims="0"/>
<attach a="hammer"
frombone="MASTER"
tobone="bip01 Prop1"
syncanims="0"/>
</anim>