you can replace all of these
but to make new ones.....
if you do a new animal :
no problem the code to call an audio event is placed in the animations code file
but for a building, there is the problem :
buildings dont have an animations code file since it has no animations.
even the blacksmith, you remember when you are approaching the BS buildings.... Do you remember to hear a blacksmith working and hammering a metal piece on the anvil ??
bah the code to call the audio event is stored (not in BS building animations since it has none) but in the citizen animation code itself (called "anvil" same place as "saw" or "hammer"...)
Event _events [ { int _frameId = 595; AnimationEvent _event = "Audio/Tool/AnvilEffect.rsc:event"; } ]
Code:
}
{
String _meshName = "Models\Citizen\CitizenMaleMesh.rsc"; String _sourceName = "Models\Citizen\Citizen.fbx";
String _name = "AnvilWork";
int _startFrame = 590;
int _endFrame = 619;
float _rate = 15.000000;
bool _looping = true;
bool _instanced = true;
int _maxInstances = 4;
Event _events [ { int _frameId = 595; AnimationEvent _event = "Audio/Tool/AnvilEffect.rsc:event"; } ]
}