Something you need to understand is that power animations were actually a combination of animations. The exact combo for each power was coordinated by the servers.
We now have to coordinate them ourselves.
There are 2 kinds of animations:MOV animations tell your toon's body how to pose and move. You can execute them in Icon by typing /mov followed by the animation name.
MOV animation names can be found here:
https://cohrevival.com/codex/dmovs.htmlFX animations summon the particles and sounds associated with powers. The only way I know to execute them in Icon is to edit a costume file by adding the fx name to a spot in the costume file's text where it says "Fx none". FX animations that are listed as "Maintained" will cycle over and over on the costume. "OneShot" fx animations execute only once when the costume is loaded (or reloaded).
FX animation names can be found here:
https://cohrevival.com/codex/dfxs.html
To coordinate the 2 animations you can create a macro that executes a
MOV command and loads a costume (with an
FX in it) at the same time.
/macro "
blast" "mov
mouth$$loadcostume
fxtest"
That command would create a grey button in your power tray titled "
blast" that when pressed executes the mov "
mouth" and loads a costume named "
fxtest"
More details are here:http://www.cohtitan.com/forum/index.php/topic,9216.0.htmlwyldhunt explains how to add an FX to a costume file near the top of the thread. (you don't have to look through powers.bin fxinfo.bin, just use the 2nd link I gave)
1. Make a normal .costume file.
2. Make a copy of the .costume file.
3. Research powers.bin fxinfo.bin for the toggle powers I wanted. (E.g.: powers/ElectricityControl/ChargedArmor.fx for Electric Armor Charged Armor.)
4. Test each possible fx individually, like so:
4.1. Find an unused CostumePart FX entry in the copied .costume file, by searching within the copied .costume file for "Fx none," and making sure that the Geometry/Texture lines also have "none" in their entries (otherwise, you could overwrite another part of your costume).
4.2: Replace the "none" after "Fx " with the name of the .fx I want to use. (E.g.: "Fx powers/ElectricityControl/ChargedArmor.fx").
4.3: Save the changes in the new .costume file.
4.4: Fire up Icon, and while in a zone (NOT in the character creator as Icon will abend), /load_costume with the new file. If the .fx shows up, great! Otherwise (likely Icon abends), repeat from 4.1.
5. After each .fx is tested, use the Color1 and Color2 lines in the .costume file to customize the color of each power. Remember to save changes and test. Also remember that .costume file colors are BGR rather than RGB (reference http://paragonwiki.com/wiki/Costume_file for .costume file details).
Garble (me) explains how fit it all together half way through the thread.
So I experimented some more and found a way to sort of execute power animations.
First I edited a costume file and added a OneShot fx from scuzzbopper's list (in this case (POWERS/COSMICPOWERS/PEACEBRINGER/XRAYBEAM/XRAYBEAM.FX) to one of the empty fx spots and named the costume "FXtest"
Then I entered the game and loaded the costume. When the costume loads the oneshot fx triggers its animation once and then ends.
Then I made a macro called "Blast" that has a mov animation and re-loads the same costume again so the fx will trigger again. (/macro "blast" "mov mouth$$loadcostume fxtest")