Improved unit walk animations

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Improved unit walk animations

Postby Hexacosichoron » 27 Jul 2015, 23:57

Hello, modders. I was wondering if it would be at all possible to make a mod that improves the walking animations for various bots. For example the Ythotha's herky-jerky leg movements and the Aeon ACU's arthritic limp. I have no understanding of how to implement mods, but I am experienced with animation, so is it possible someone can set me up to try my hand at these animations?
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Re: Improved unit walk animations

Postby nine2 » 28 Jul 2015, 02:24

It is possible. The models are stored in SCM files, the animations in SCA files, all of which are stored in scd files.

SCD - is just a zip file that has been renamed. Contains thousands of files including the scm files you are interested in.
SCM - is their own file format for models
SCA - is their own file format for animations

There is a converter script for blender
https://github.com/Oygron/SupCom_Import_Export_Blender

There is a converter script for 3dmax (see resins post)
http://forums.sketchup.com/t/request-fo ... at/10670/4

To save you some grief I attach a zip of the SCA and SCM file for aeon acu. Have a play with that... latest we can talk about how to get it into a mod.

Can't help you with the blender/3dmax part of it
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aeonAcu.zip
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Re: Improved unit walk animations

Postby Hexacosichoron » 29 Jul 2015, 01:38

Excellent! Thanks, Anihilnine.

I've been able to open the Aeon ACU in blender and can access all the armature pieces and pose and animate it and stuff, but before I do a serious walk animation, I need to know the walk speed and stride length or cycle length. It might be best if I can access the original animation to get this info. Can this be done?
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Re: Improved unit walk animations

Postby nine2 » 29 Jul 2015, 03:16

I'm pretty sure you can't have the original animations.

I looked in the unit blueprint for you and found these, which may be useful to you.

AnimationWalkRate = 2.5,
UniformScale = 0.018,

Once again the blueprint is in that SCD file but I'll paste it here for you. There is some other stuff to do with walking but I think it's just footprints and rising dust ... not really related. This file is pretty big because its everything about the acu, stats, weapons, audio etc.

Full file:
Spoiler: show
Code: Select all
UnitBlueprint {
    AI = {
        GuardRadius = 10,
        TargetBones = {
            'Head',
            'Right_Arm_B01',
            'Left_Arm_B01',
            'Torso',
            'Left_Leg_B01',
            'Right_Leg_B01',
        },
    },
    Audio = {
        CaptureLoop = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Capture_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        CommanderArrival = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Gate_In',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Construct = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Construct_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ConstructLoop = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Construct_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        EnhanceEnd = Sound {
            Bank = 'UnitsGlobal',
            Cue = 'GLB_Enhance_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        EnhanceFail = Sound {
            Bank = 'UnitsGlobal',
            Cue = 'GLB_Enhance_Fail',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        EnhanceLoop = Sound {
            Bank = 'UnitsGlobal',
            Cue = 'GLB_Enhance_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        EnhanceStart = Sound {
            Bank = 'UnitsGlobal',
            Cue = 'GLB_Enhance_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        FootFallGeneric = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Move_Step',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        FootFallGenericSeabed = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Move_UW_Step',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Killed = Sound {
            Bank = 'Explosions',
            Cue = 'Aeon_Nuke_Impact',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ReclaimLoop = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Reclaim_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartCapture = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Capture_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartReclaim = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Reclaim_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'UAL',
            Cue = 'UAL0001_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'Aeon_Select_Commander',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Buffs = {
        Regen = {
            Level1 = 3,
            Level2 = 6,
            Level3 = 9,
            Level4 = 12,
            Level5 = 15,
        },
    },
    Categories = {
        'PRODUCTSC1',
        'SELECTABLE',
        'AEON',
        'MOBILE',
        'ECONOMIC',
        'COMMAND',
        'MASSPRODUCTION',
        'MASSFABRICATION',
        'ENERGYPRODUCTION',
        'REPAIR',
        'ENGINEER',
        'CONSTRUCTION',
        'RECLAIM',
        'CAPTURE',
        'DIRECTFIRE',
        'LAND',
        'VISIBLETORECON',
        'PATROLHELPER',
        'SHOWQUEUE',
        'OVERLAYDIRECTFIRE',
        'OVERLAYOMNI',
    },
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Commander',
        EconomyThreatLevel = 5,
        Health = 11000,
        MaxHealth = 11000,
        RegenRate = 10,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 75,
    },
    Description = '<LOC ual0001_desc>Armored Command Unit',
    Display = {
        Abilities = {
            '<LOC ability_amphibious>Amphibious',
            '<LOC ability_customizable>Customizable',
            '<LOC ability_engineeringsuite>Engineering Suite',
            '<LOC ability_notcap>Not Capturable',
            '<LOC ability_omni>Omni Sensor',
            '<LOC ability_deathaoe>Volatile',
        },
        AnimationWalk = '/units/ual0001/ual0001_awalk.sca',
        AnimationWalkRate = 2.5,
        IdleEffects = {
            Seabed = {
                Effects = {
                    {
                        Bones = {
                            'Left_Arm_B02',
                            'Right_Arm_B02',
                            'Right_Turret_Barrel',
                            'Left_Turret_Muzzle',
                        },
                        Type = 'UnderWater01',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 175,
                    Scrolling = true,
                    ShaderName = 'Aeon',
                },
            },
        },
        MovementEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'Left_Foot_B01',
                            'Right_Foot_B01',
                        },
                        Scale = 0.5,
                        Type = 'GroundKickup01',
                    },
                },
                Footfall = {
                    Bones = {
                        {
                            FootBone = 'Left_Exhaust',
                            HipBone = 'Left_Leg_B01',
                            KneeBone = 'Left_Leg_B02',
                            Tread = {
                                TreadMarks = 'CommanderPrint_albedo',
                                TreadMarksSizeX = 0.5,
                                TreadMarksSizeZ = 0.5,
                                TreadOffset = {
                                    0.15,
                                    0,
                                    0.5,
                                },
                            },
                            Type = 'FootFall02',
                        },
                        {
                            FootBone = 'Right_Exhaust',
                            HipBone = 'Right_Leg_B01',
                            KneeBone = 'Right_Leg_B02',
                            Tread = {
                                TreadMarks = 'CommanderPrint_albedo',
                                TreadMarksSizeX = 0.5,
                                TreadMarksSizeZ = 0.5,
                                TreadOffset = {
                                    -0.15,
                                    0,
                                    0.5,
                                },
                            },
                            Type = 'FootFall02',
                        },
                    },
                },
            },
            Seabed = {
                Effects = {
                    {
                        Bones = {
                            'Torso',
                            'Left_Arm_B02',
                            'Right_Arm_B02',
                            'Right_Turret_Barrel',
                            'Left_Turret_Muzzle',
                            'Left_Foot_B01',
                            'Right_Foot_B01',
                        },
                        Type = 'UnderWater01',
                    },
                },
            },
        },
        PlaceholderMeshName = 'UXB0000',
        SpawnRandomRotation = true,
        TransportAnimation = {
            {
                Animation = '/units/UAL0001/UAL0001_afold.sca',
                Weight = 100,
            },
        },
        TransportDropAnimation = {
            {
                Animation = '/units/UAL0001/UAL0001_aunfold.sca',
                Weight = 100,
            },
        },
        UniformScale = 0.018,
    },
    Economy = {
        BuildCostEnergy = 5000000,
        BuildCostMass = 18000,
        BuildRate = 10,
        BuildTime = 60000,
        BuildableCategory = {
            'BUILTBYCOMMANDER AEON',
            'BUILTBYTIER2COMMANDER AEON',
            'BUILTBYTIER3COMMANDER AEON',
        },
        MaxBuildDistance = 10,
        NaturalProducer = true,
        NeedToFaceTargetToBuild = false,
        ProductionPerSecondEnergy = 20,
        ProductionPerSecondMass = 1,
        StorageEnergy = 4000,
        StorageMass = 650,
        TeleportEnergyMod = 0.03,
        TeleportMassMod = 0,
        TeleportTimeMod = 0.0001,
    },
    Enhancements = {
        AdvancedEngineering = {
            BuildCostEnergy = 18000,
            BuildCostMass = 720,
            BuildTime = 900,
            BuildableCategoryAdds = 'BUILTBYTIER2COMMANDER AEON',
            Icon = 'aes',
            Name = '<LOC enhancements_0000>Tech 2 Engineering Suite',
            NewBuildRate = 30,
            NewHealth = 3000,
            NewRegenRate = 20,
            ShowBones = {
                'Left_Upgrade',
            },
            Slot = 'LCH',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Left_Turret',
                'Left_Upgrade',
            },
        },
        AdvancedEngineeringRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Left_Upgrade',
            },
            Icon = 'aes',
            Name = '<LOC enhancements_0001>Remove Advanced Engineering Suite',
            Prerequisite = 'AdvancedEngineering',
            RemoveEnhancements = {
                'AdvancedEngineering',
                'AdvancedEngineeringRemove',
            },
            Slot = 'LCH',
        },
        ChronoDampener = {
            BuildCostEnergy = 125000,
            BuildCostMass = 2500,
            BuildTime = 1250,
            Icon = 'cd',
            Name = '<LOC enhancements_0002>Chrono Dampener',
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        ChronoDampenerRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'cd',
            Name = '<LOC enhancements_0003>Remove Chrono Dampener',
            Prerequisite = 'ChronoDampener',
            RemoveEnhancements = {
                'ChronoDampener',
                'ChronoDampenerRemove',
            },
            Slot = 'Back',
        },
        CrysalisBeam = {
            BuildCostEnergy = 15000,
            BuildCostMass = 500,
            BuildTime = 500,
            Icon = 'cba',
            Name = '<LOC enhancements_0004>Enhanced Quantum Disruptor',
            NewMaxRadius = 35,
            Slot = 'LCH',
            ShowBones = {
                'Left_Upgrade',
            },
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Left_Turret',
                'Left_Upgrade',
            },
        },
        CrysalisBeamRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            Icon = 'cba',
            HideBones = {
                'Left_Upgrade',
            },
            Name = '<LOC enhancements_0005>Remove Enhanced Quantum Disruptor',
            Prerequisite = 'CrysalisBeam',
            RemoveEnhancements = {
                'CrysalisBeam',
                'CrysalisBeamRemove',
            },
            Slot = 'LCH',
        },
        EnhancedSensors = {
            BuildCostEnergy = 12500,
            BuildCostMass = 750,
            BuildTime = 625,
            Icon = 'ess',
            Name = '<LOC enhancements_0006>Enhanced Sensor System',
            NewOmniRadius = 100,
            NewVisionRadius = 50,
            ShowBones = {
                'Right_Upgrade',
            },
            Slot = 'RCH',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Right_Turret',
                'Right_Upgrade',
            },
        },
        EnhancedSensorsRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            Icon = 'ess',
            HideBones = {
                'Right_Upgrade',
            },
            Name = '<LOC enhancements_0007>Remove Enhanced Sensor System',
            Prerequisite = 'EnhancedSensors',
            RemoveEnhancements = {
                'EnhancedSensors',
                'EnhancedSensorsRemove',
            },
            Slot = 'RCH',
        },
        HeatSink = {
            BuildCostEnergy = 15000,
            BuildCostMass = 500,
            BuildTime = 500,
            Icon = 'hsa',
            Name = '<LOC enhancements_0008>Quantum Accelerator',
            NewRateOfFire = 2,
            ShowBones = {
                'Right_Upgrade',
            },
            Slot = 'RCH',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Right_Turret',
                'Right_Upgrade',
            },
        },
        HeatSinkRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Right_Upgrade',
            },
            Icon = 'hsa',
            Name = '<LOC enhancements_0009>Remove Quantum Accelerator',
            Prerequisite = 'HeatSink',
            RemoveEnhancements = {
                'HeatSink',
                'HeatSinkRemove',
            },
            Slot = 'RCH',
        },
        ResourceAllocation = {
            BuildCostEnergy = 150000,
            BuildCostMass = 5000,
            BuildTime = 1000,
            Icon = 'ras',
            Name = '<LOC enhancements_0010>Resource Allocation System',
            ProductionPerSecondEnergy = 2700,
            ProductionPerSecondMass = 18,
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        ResourceAllocationAdvanced = {
            BuildCostEnergy = 150000,
            BuildCostMass = 5000,
            BuildTime = 1000,
            Icon = 'eras',
            Name = '<LOC enhancements_0011>Advanced Resource Allocation System',
            Prerequisite = 'ResourceAllocation',
            ProductionPerSecondEnergy = 5400,
            ProductionPerSecondMass = 36,
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        ResourceAllocationAdvancedRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'eras',
            Name = '<LOC enhancements_0012>Remove Advanced Allocation System',
            Prerequisite = 'ResourceAllocationAdvanced',
            RemoveEnhancements = {
                'ResourceAllocation',
                'ResourceAllocationAdvanced',
                'ResourceAllocationAdvancedRemove',
            },
            Slot = 'Back',
        },
        ResourceAllocationRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'ras',
            Name = '<LOC enhancements_0013>Remove Resource Allocation System',
            Prerequisite = 'ResourceAllocation',
            RemoveEnhancements = {
                'ResourceAllocation',
                'ResourceAllocationRemove',
            },
            Slot = 'Back',
        },
        Shield = {
            BuildCostEnergy = 93750,
            BuildCostMass = 1500,
            BuildTime = 1250,
            Icon = 'ptsg',
            ImpactEffects = 'AeonShieldHit01',
            MaintenanceConsumptionPerSecondEnergy = 250,
            Name = '<LOC enhancements_0014>Personal Shield Generator',
            OwnerShieldMesh = '/units/ual0001/ual0001_phaseshield_mesh',
            RegenAssistMult = 10,
            ShieldEnergyDrainRechargeTime = 5,
            ShieldMaxHealth = 29000,
            ShieldRechargeTime = 160,
            ShieldRegenRate = 37,
            ShieldRegenStartTime = 1,
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        ShieldHeavy = {
            BuildCostEnergy = 1000000,
            BuildCostMass = 4500,
            BuildTime = 2500,
            Icon = 'phtsg',
            ImpactEffects = 'AeonShieldHit01',
            MaintenanceConsumptionPerSecondEnergy = 500,
            Name = '<LOC enhancements_0015>Heavy Personal Shield Generator',
            OwnerShieldMesh = '/units/ual0001/ual0001_phaseshield_mesh',
            Prerequisite = 'Shield',
            ShieldEnergyDrainRechargeTime = 5,
            ShieldMaxHealth = 44000,
            ShieldRechargeTime = 200,
            ShieldRegenRate = 44,
            ShieldRegenStartTime = 1,
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        ShieldHeavyRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'phtsg',
            Name = '<LOC enhancements_0016>Remove Shields',
            Prerequisite = 'ShieldHeavy',
            RemoveEnhancements = {
                'Shield',
                'ShieldHeavy',
                'ShieldHeavyRemove',
            },
            Slot = 'Back',
        },
        ShieldRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'ptsg',
            Name = '<LOC enhancements_0017>Remove Personal Shield',
            Prerequisite = 'Shield',
            RemoveEnhancements = {
                'Shield',
                'ShieldRemove',
            },
            Slot = 'Back',
        },
        Slots = {
            Back = {
                name = '<LOC _Back>',
                x = -2,
                y = -5,
            },
            LCH = {
                name = '<LOC _LCH>',
                x = 50,
                y = -10,
            },
            RCH = {
                name = '<LOC _RCH>',
                x = -12,
                y = -10,
            },
        },
        T3Engineering = {
            BuildCostEnergy = 50000,
            BuildCostMass = 2400,
            BuildTime = 6000,
            BuildableCategoryAdds = 'BUILTBYTIER3COMMANDER AEON',
            Icon = 'ees',
            Name = '<LOC enhancements_0018>Tech 3 Engineering Suite',
            NewBuildRate = 90,
            NewHealth = 6000,
            NewRegenRate = 15,
            Prerequisite = 'AdvancedEngineering',
            Slot = 'LCH',
            ShowBones = {
                'Left_Upgrade',
            },
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Left_Turret',
                'Left_Upgrade',
            },
        },
        T3EngineeringRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            Icon = 'ees',
            Name = '<LOC enhancements_0019>Remove Engineering Suites',
            Prerequisite = 'T3Engineering',
            HideBones = {
                'Left_Upgrade',
            },
            RemoveEnhancements = {
                'AdvancedEngineering',
                'T3Engineering',
                'T3EngineeringRemove',
            },
            Slot = 'LCH',
        },
        Teleporter = {
            BuildCostEnergy = 1500000,
            BuildCostMass = 15000,
            BuildTime = 3000,
            Icon = 'pqt',
            MaintenanceConsumptionPerSecondEnergy = 10000,
            Name = '<LOC enhancements_0020>Personal Teleporter',
            ShowBones = {
                'Back_Upgrade',
            },
            Slot = 'Back',
            UpgradeUnitAmbientBones = {
                'UAL0001',
            },
            UpgradeEffectBones = {
                'Back_Upgrade',
                'Left_Arm_B01',
                'Right_Arm_B01',
            },
        },
        TeleporterRemove = {
            BuildCostEnergy = 1,
            BuildCostMass = 1,
            BuildTime = 0.1,
            HideBones = {
                'Back_Upgrade',
            },
            Icon = 'pqt',
            Name = '<LOC enhancements_0021>Remove Personal Teleporter',
            Prerequisite = 'Teleporter',
            RemoveEnhancements = {
                'Teleporter',
                'TeleporterRemove',
            },
            Slot = 'Back',
        },
    },
    General = {
        BuildBones = {
            AimBone = 'Left_Turret_Muzzle',
            BuildEffectBones = {
                'Left_Turret_Muzzle',
            },
            PitchBone = 'Left_Turret',
            YawBone = 'Torso',
        },
        Category = 'Command',
        Classification = 'RULEUC_Commander',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = true,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Overcharge = true,
            RULEUCC_Patrol = true,
            RULEUCC_Pause = true,
            RULEUCC_Reclaim = true,
            RULEUCC_Repair = true,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_Stop = true,
            RULEUCC_Teleport = false,
            RULEUCC_Transport = false,
        },
        FactionName = 'Aeon',
        Icon = 'amph',
        OrderOverrides = {
            RULEUTC_ShieldToggle = {
                bitmapId = 'shield-personal',
                helpText = 'toggle_shield_personal',
            },
        },
        QuickSelectPriority = 1,
        SelectionPriority = 3,
        TechLevel = 'RULEUTL_Experimental',
        UnitWeight = 1,
    },
    Intel = {
        FreeIntel = true,
        OmniRadius = 26,
        VisionRadius = 26,
        WaterVisionRadius = 26,
    },
    Interface = {
        HelpText = '<LOC ual0001_help>Armored Command Unit',
    },
    LifeBarHeight = 0.15,
    LifeBarOffset = 0.5,
    LifeBarSize = 1.25,
    Physics = {
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = true,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        DragCoefficient = 0.2,
        LayerChangeOffsetHeight = -0.9,
        MaxAcceleration = 1.7,
        MaxSpeed = 1.7,
        MaxSpeedReverse = 0,
        MaxSteerForce = 12,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_Amphibious',
        StandUpright = true,
        TurnRadius = 10,
        TurnRate = 90,
    },
    SelectionCenterOffsetX = 0,
    SelectionCenterOffsetZ = -0.125,
    SelectionSizeX = 0.7,
    SelectionSizeZ = 0.6,
    SelectionThickness = 0.9,
    SelectionYOffset = 0,
    SizeX = 1,
    SizeY = 2,
    SizeZ = 0.7,
    StrategicIconName = 'icon_commander_generic',
    StrategicIconSortPriority = 0,
    Transport = {
        CanFireFromTransport = false,
        ClassSAttachSize = 0,
        TransportClass = 3,
    },
    Veteran = {
        Level1 = 20,
        Level2 = 40,
        Level3 = 60,
        Level4 = 80,
        Level5 = 100,
    },
    Weapon = {
        {
            AboveWaterFireOnly = true,
            AboveWaterTargetsOnly = true,
            Audio = {
                Fire = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0001_Quantum_Beam',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_LowArc',
            CollideFriendly = false,
            Damage = 100,
            DamageType = 'Normal',
            DisplayName = 'Quantum Disruptor',
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Seabed = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 2,
            Label = 'RightDisruptor',
            MaxRadius = 22,
            MinRadius = 1,
            MuzzleChargeDelay = 0,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 35,
            ProjectileId = '/projectiles/ADFQuantumDisruptor01/ADFQuantumDisruptor01_proj.bp',
            ProjectileLifetimeUsesMultiplier = 2,
            RackBones = {
                {
                    MuzzleBones = {
                        'Right_Turret_Muzzle',
                    },
                    RackBone = 'Right_Turret',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 1,
            TargetCheckInterval = 0.5,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'MOBILE',
                'STRUCTURE DEFENSE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TurretBoneMuzzle = 'Right_Turret_Muzzle',
            TurretBonePitch = 'Right_Turret',
            TurretBoneYaw = 'Torso',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 90,
            TurretPitchSpeed = 90,
            TurretYaw = 0,
            TurretYawRange = 180,
            TurretYawSpeed = 90,
            Turreted = true,
            UseFiringSolutionInsteadOfAimBone = true,
            WeaponCategory = 'Direct Fire',
        },
        {
            AboveWaterFireOnly = true,
            AboveWaterTargetsOnly = true,
            Audio = {
                Fire = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0001_Quantum_Beam',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_None',
            CollideFriendly = false,
            Damage = 12000,
            DamageFriendly = false,
            DamageRadius = 2.5,
            DamageType = 'Overcharge',
            DisplayName = 'Overcharge Cannon',
            EnergyChargeForFirstShot = false,
            EnergyDrainPerSecond = 5000,
            EnergyRequired = 5000,
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Seabed = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 2,
            Label = 'OverCharge',
            ManualFire = true,
            MaxRadius = 22,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 25,
            OverChargeWeapon = true,
            ProjectileId = '/projectiles/ADFOverCharge01/ADFOverCharge01_proj.bp',
            ProjectileLifetimeUsesMultiplier = 2,
            RackBones = {
                {
                    MuzzleBones = {
                        'Right_Turret_Muzzle',
                    },
                    RackBone = 'Right_Turret_Barrel',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = -0.5,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.3,
            SlavedToBody = false,
            TargetCheckInterval = 0.16,
            TargetRestrictDisallow = 'UNTARGETABLE',
            TurretBoneMuzzle = 'Right_Turret_Muzzle',
            TurretBonePitch = 'Right_Turret',
            TurretBoneYaw = 'Torso',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 60,
            TurretPitchSpeed = 30,
            TurretYaw = 0,
            TurretYawRange = 180,
            TurretYawSpeed = 90,
            Turreted = true,
            UseFiringSolutionInsteadOfAimBone = true,
            WeaponCategory = 'Direct Fire',
            WeaponRepackTimeout = 0,
            WeaponUnpacks = false,
        },
        {
            AboveWaterFireOnly = true,
            AboveWaterTargetsOnly = true,
            BallisticArc = 'RULEUBA_None',
            Buffs = {
                {
                    Add = {
                        OnFire = true,
                    },
                    BuffType = 'STUN',
                    Duration = 3.5,
                    Radius = 22,
                    TargetAllow = 'MOBILE',
                    TargetDisallow = 'EXPERIMENTAL,COMMAND',
                },
            },
            CanFireFromTransport = true,
            CollideFriendly = false,
            Damage = 1,
            DamageRadius = 0,
            DamageType = 'Normal',
            DisplayName = 'Chrono Dampener',
            EnabledByEnhancement = 'ChronoDampener',
            EnergyChargeForFirstShot = false,
            EnergyDrainPerSecond = 200,
            EnergyRequired = 200,
            FireTargetLayerCapsTable = {
                Land = 'Land|Water|Seabed',
                Seabed = 'Land|Water|Seabed',
                Water = 'Land|Water|Seabed',
            },
            FiringTolerance = 360,
            Label = 'ChronoDampener',
            MaxRadius = 22,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 30,
            ProjectileLifetimeUsesMultiplier = 1.15,
            RackBones = {
                {
                    MuzzleBones = {
                        'Head',
                    },
                    RackBone = 'Head',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.2,
            TargetCheckInterval = 5,
            TargetPriorities = {
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 0,
            TurretPitchSpeed = 0,
            TurretYaw = 0,
            TurretYawRange = 0,
            TurretYawSpeed = 0,
            Turreted = false,
            WeaponCategory = 'Direct Fire',
            WeaponRepackTimeout = 0,
            WeaponUnpacks = false,
        },
        {
            AboveWaterTargetsOnly = true,
            CollideFriendly = false,
            Damage = 0,
            DamageFriendly = true,
            DamageRadius = 0,
            DamageType = 'Deathnuke',
            DisplayName = 'Death Nuke',
            FireOnDeath = true,
            FiringTolerance = 2,
            Label = 'DeathWeapon',
            MaxRadius = 1,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 0,
            NukeInnerRingDamage = 45000,
            NukeInnerRingRadius = 30,
            NukeInnerRingTicks = 24,
            NukeInnerRingTotalTime = 0,
            NukeOuterRingDamage = 5000,
            NukeOuterRingRadius = 40,
            NukeOuterRingTicks = 20,
            NukeOuterRingTotalTime = 0,
            ProjectileId = '/projectiles/AIFQuantumWarhead02/AIFQuantumWarhead02_proj.bp',
            RackBones = {
                {
                    MuzzleBones = {
                        0,
                    },
                    RackBone = 0,
                },
            },
            RackRecoilDistance = 0,
            RateOfFire = 1,
            TargetCheckInterval = 9999999,
            TargetRestrictDisallow = 'UNTARGETABLE',
            Turreted = false,
            WeaponCategory = 'Death',
        },
    },
}
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Re: Improved unit walk animations

Postby ckitching » 29 Jul 2015, 09:13

The animation length can be whatever you like, I bieve. A few tweaks to the unit script and blueprint will make it work okay.
Make an animation and I'll make it work :)
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Re: Improved unit walk animations

Postby ZenTractor » 29 Jul 2015, 12:27

Bonus points if we can have a moonwalking ACU mod.
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Re: Improved unit walk animations

Postby Hexacosichoron » 31 Jul 2015, 01:50

So I've finished a walk animation, but the Blender export script won't run.
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Re: Improved unit walk animations

Postby nine2 » 31 Jul 2015, 02:09

Did you follow all the tips on this page?
https://github.com/Oygron/SupCom_Import_Export_Blender

Maybe you need to go back to an old version on blender.. 2.73
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Re: Improved unit walk animations

Postby Hexacosichoron » 01 Aug 2015, 22:07

I was using 2.75, but reverting to 2.73 hasn't helped. When I try to run the export script I get a "Python script fail" message. Import script works fine in both versions.

Has anyone else been able to export .sca files from blender? if so, perhaps I gan give you the .blend file, and you can export for me?
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Re: Improved unit walk animations

Postby Hexacosichoron » 01 Aug 2015, 23:28

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