I've noticed that in both the original game and in SWBF2, there are a few lines that control how the walkers move, particlarly how fast their animations play:
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file
Here is the AT-ST's for comparison:
TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"
The AT-TE's:
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"
And the Spider Droid's:
TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"
Now, TEMP_AnimationSpeed, when altered, does exactly what it says on the tin. It changes the animation speed. I have no idea what TEMP_Type does exactly. However, I did notice one or two things when I fiddle with these:
-Changing the TEMP_AnimationSpeed tends to mess up the feet collision detection on the AT-AT.
-TEMP_Type, as is commented, is supposed to set up the collision and number of legs but is apparently moved to the MSH file. The AT-AT is the only one with a value of 1 here. I've tried other values for it, including 0, but they too seem to mess up the walk cycle effects.
There is also another issue: the sound effects for the hydraulics. They seem to play constantly when the AT-AT is on the move. I'm aiming to replace these with the correct lift sounds from the film but there's no point if they play in this same manner.
There is another thing I noticed: The AT-AT and AT-ST ODFs are the only walker/commandwalker class without a "StompDetectionType" value in them.
Has anybody played around with these values at all to see what works?
Can this values be used let say for a soldier?
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1"
I made a walking animation for one of my soldiers but the walking animation itself is too slow compare to my actuall speed?Could this work for him?
As far as I know, these commands are unique to walker and commandwalker class vehicles.