

They have a role similar to animation fragments.Ĭampaign animation would likely need its own thread. unit_stats_naval_crew tables : man_animations_table column Įach animation is composed of a set of animation fragments to cover all possible situations.įragment swordsman_stab_combat_fragment default_equipment_display = primary_weaponįragment swordsman_movement_fragment default_equipment_display = primary_weaponįragment musician_fragment default_equipment_display = personalįragment bugler_fragment default_equipment_display = personalįragment horse_rider_base_fragment default_equipment_display = primary_weapon, secondary_weaponįragment carbine_horse_rider_fragment default_equipment_display = primary_weapon, secondary_weaponįragment sabre_horse_rider_fragment default_equipment_display = primary_weapon, secondary_weaponĬontrary to battle animations, agent animation are defined in :.unit_stats_land tables : man_animations_table column.gun_types tables : gun_animations_table column.battle_personalities tables : man_animations_table column.It defines all animations called in db tables to animate model : RUN_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5Īnimations tables is a txt file and not a db tables. RUN_TRAINED_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5

WALK_TRAINED_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_TRAINED_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim", WALK_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim", STAND_TO_PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/ART_to_Bugle.anim",

PLAY_INSTRUMENT_TO_STAND filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle_to_ART.anim", Code: PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle.anim",
