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The scripts were once in SteamApps\common\dota 2 beta\game\dota\scripts\vscripts\animation\
Now they are gone.
There should be an easy way to change animations.
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converted to vseq_c valve didnt use lua script anymore for animations. in source 2 they use sequences based on kv3 scripts.
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QUOTE (8213 @ 15/5/2018, 13:12) converted to vseq_c valve didnt use lua script anymore for animations. in source 2 they use sequences based on kv3 scripts. Thanks senpai
What are the lua scripts in their mods for?
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custom games u can ask it to custom games maker they use LUA script to override heroes, skills, etc
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as i was playing with animation and imported them in my model, i dont know how it happen but when i re open it, it had "scripted animation" category xD since we are on the topic. how does vseq are generated?
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generated from kv3 scripts
try open vseq_c on valve resource viewer, u will see many tabs. go to DATA tab, thats all vseq scripts that converted to _c format
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gotcha, so technically if i add animations to my model and make vseq_c file then replace the original file for ex "models/items/pudge/arcana/pudge_arcana_base_45b272a2.vseq" , it will force / replace the animation? but then why do we have the animation groups vagrp_c for ?
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tbh, change vseq scripts wont affect your animation it only generate sequences animation
for example : -pose parameter, it need turn rate animation to set pose parameter (smooth turning left/right) -children animations (pudge rot while moving) -multi children animations (wind ranger focus fire run) and the most known children animation so far in game. new focus fire of wind ranger, it use pose parameter to auto generate hero turn rate to enemy while moving
so, to mod animations u need to remake animation from source film maker if ur animations mod are working smoothly without vseq, u dont need to make it (turn rate animation hard to notice)
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very nice, thanks, i was wondering what is vseq used for and what's up with those "@turn" animations Cheers
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9 replies since 15/5/2018, 03:17 280 views
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