Kexikus 995 Posted March 18, 2016 As the title states, I'm looking for the cross arms animation in K1. If anyone knows it's number / how to use it, please let me know Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted March 18, 2016 ...Any ideas or examples of where this can be seen in-game so we know where to start looking? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted March 18, 2016 Malak uses it a few times but from what I read, that's his special TAUNT animation and not what I'm looking for. The player character uses it in the scene after leaving the Unknown World in the DS ending where Bastila talks to Admiral Dodonna and master Vandar and I think it's also used for the player in the DS ending cutscene. Looking at the corresponding .dlg files (they're in the modules STUNT44 and STUNT55a), I thought it's number 1200, but I can't get that to work. So either it's not 1200 or I'm too stupid to play an animation with a script... Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted March 18, 2016 Malak uses it a few times but from what I read, that's his special TAUNT animation and not what I'm looking for. The player character uses it in the scene after leaving the Unknown World in the DS ending where Bastila talks to Admiral Dodonna and master Vandar and I think it's also used for the player in the DS ending cutscene. Looking at the corresponding .dlg files (they're in the modules STUNT44 and STUNT55a), I thought it's number 1200, but I can't get that to work. So either it's not 1200 or I'm too stupid to play an animation with a script... That is because 1200 in a dialog file points to a custom cutscene animation. Were you to look at the file's name entry in DLG Editor, you would see four stunt list entries. These are models used by particular participants (I would assume by Tag, but no promises) during the cutscene, and anything like 1200 or 1250 references an animation to play from the "stunt model". Given that, it's dialog-only animations. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted March 18, 2016 That is because 1200 in a dialog file points to a custom cutscene animation. Were you to look at the file's name entry in DLG Editor, you would see four stunt list entries. These are models used by particular participants (I would assume by Tag, but no promises) during the cutscene, and anything like 1200 or 1250 references an animation to play from the "stunt model". Given that, it's dialog-only animations. Learned something new again, thanks Quote Share this post Link to post Share on other sites