Does anyone know how the engine decides when to use the “reach” melee animation?
For example, a biting creature that strikes low is supposed to play “cclosel” when the opponent is immediately ahead, but “creach” when slightly further away.
Some custom creatures seem to play creach all the time, so that they ghost through their opponent to strike a point behind them.
EDIT - I say “seem” because I can’t easily verify that cclose1 actually looks different in game from creach (though the animations in the model are clearly not identical).
I thought it might have something to do with appearance.2da settings -CREPERSPACE and perhaps PREFATCKDIST - but tweaking them doesn’t seem to help.
In the cases I’ve investigated, the animations are inherited from an official supermodel, with SETANIMATIONSCALE set to reflect the size of the custom creature (if that’s relevant).
Can anyone cast light on this?