Warrior250’s Animation Variety Expanded (WAVE)
WAVE is now built-in for Indomitus
WAVE is a visual mod that expands the infantry animation variety by adding MORE death animations, more cover animations, reload animations, among others. This mod adds more to the pool of potential animation played.
- Do you like pausing the game and staring at infantry like I do?
- Tired of seeing the same death pose?
- Wanna see everyone reload their own way?
You’ll enjoy WAVE.
Death animations have more variations now.Every single title in Men of War, even Gates of Hell, has always used about 27 death animations (more or less) that you’ll commonly see in game (and no, stand_die_03, 04, 05, 06; and die_burning of GOH aren’t used).
WAVE turns that 27 into 150+ possible death animations.
Achieved by using GOH’s old, unused, and new anims; some of CTA anims that I still find okay (the rest can stay forgotten); and lastly, my own ported anims— Best of three worlds. Each death animation is heavily curated and tested (Thanks Alt+R + thousands of dead units), and the way I structured them right now is to make sure there’s less chance of the same animation playing. But RNG of the system is unfair, at best.
More reload, sprint, cover animations, etc.This mod adds more variety to other animations as well, such as for low cover and high cover, sprint animations, corner pie/peek animations, and more to come.
What, no weapon stance animations?
Sadly no, I tried my best to work around it but I simply haven’t found a way to make it work like AS2.Period appropriate animations. [Work in Progress]WW1 to Vietnam eras will use base WAVE animations.
1980s to contemporary mods will be patched to use a more modern set of tactical animations.
Far future or sci-fi can have both.
This is so you won’t see people doing a low ready in WW1-WW2 because small arms were heavy (hence I did not include pre-1.054.0 GOH jog), but it’s pretty reasonable to see it by 80’s onwards.
Conflicts with mods that modifies these files:
- properties/animation/human/ _reg_human_movement
- set/interaction_entity/ human_idle
In rare instances, if I work closely with a mod’s developers and play that mod a lot, I can allow WAVE or some features of WAVE to be integrated. However, as much as possible I do want WAVE to be standalone to ensure ease of updates and keeping track of files.
Works with these mods right off the bat.
COD WW3
Colt’s Fallout Mod
Conquest Enhanced
Frontlines: Combat Overhaul
Hotmod 1968
– West 81
– Code X
Koyyoku Tactical Overhaul
MACE
– GOH A&RM (ARM) – Authenticity & Realism
Modern Conflict
MOW2 mod
– Metro 2033
Pacific Theater
Project Realism
Ruins of Empires 1917-1920
Some Desperate Glory
Valour
Vietnam Mod By Doc
WHUBU
BM Mod
Everything Stays
Wounded Animations
United Voices Expanded
Wobble’s Sound Mod
They either have no _reg_human_movement file, have been patched, or has negligible conflicts.
Load WAVE last just in case.
Recommended complementary mod, fills the gap for in-vehicle anims of which WAVE intentionally does not cover.
Run WAVE last
Run WAVE last.
No need for compatibility patch.
Run WAVE last
~ Subject to era appropriate patch.
Patch Available:
https://steamcommunity.com/sharedfiles/filedetails/?id=3590919078
Patch available:
https://steamcommunity.com/sharedfiles/filedetails/?id=3566110308
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- Massive thanks to BWS for adding the animation variety update as of 1.054.0, this wouldn’t be made without that.
- Unreal/Source games whose anims were ported or act as basis for my new animations.
- Thanks Vox for sending the properties folders of mods so I could check if they’re compatible.
- Folks who confirm compatible mods.
Revisions:
Old revisions of this mod are available below. Click the link to download.