Vruki Salet Posted December 20, 2005 Share Posted December 20, 2005 Is it possible to make a saber stop moving and remain touching another saber when it hits it, for an arbitrary amount of time? Basically I want to be able to freeze a saber in place the instant it contacts another saber. Can anyone help me? I've tried to use code like saber locking but without much luck so far. Maybe I just don't get it... Link to comment Share on other sites More sharing options...
razorace Posted December 20, 2005 Share Posted December 20, 2005 hmmm, I've considered something like this as well, but I'm not sure it's doable. You'd have to be able to freeze an animation in whatever position it is in, which could be in between animation frames. Tinny was able to impliment animation freezing for his carbonite weapon so he probably knows more than I do about it. Link to comment Share on other sites More sharing options...
Vruki Salet Posted December 20, 2005 Author Share Posted December 20, 2005 Cool. Tinny? Got an answer? Maybe I can make use of the function behind cg_noplayeranims or whatever it's called. I realized the frame problem after I posted. The current saber anims have too few frames to have such fine control frame-by-frame so...it's time to add frames! I (or whoever) could interpolate say 4 or more frames between each current swing frame. However many are needed to insure a fairly good looking position close to the opponent's saber wherever the block happens. Dragon could be used to add those frames one at a time but if there's a way to automate that process it would be ++good. (Where's Wudan? Is Dragon scriptable or something?) Link to comment Share on other sites More sharing options...
razorace Posted December 21, 2005 Share Posted December 21, 2005 Man, adding new frames would be tough. There's way too many animations to do for something like that. Personally, I just set it up so that the sabers always bounce off each other when they collide. Link to comment Share on other sites More sharing options...
Vruki Salet Posted December 21, 2005 Author Share Posted December 21, 2005 How many would it be? 275 animations or so for all existing stance anims? Just a guess. Well maybe it could be done but it would be a drag. I asked Wudan on the Dragon forum if Dragon is scriptable. Maybe it wouldn't be to hard for him to whip up something that would do this kind of thing from the commandline, and further maybe we could beg, plead and cajole him into it. This could be a good thing and I'll test it with one anim first to see if I can get it to work. Not needing a bounce immediately after every clash would be a big improvement says I. Link to comment Share on other sites More sharing options...
razorace Posted December 21, 2005 Share Posted December 21, 2005 I guess you could just ask, but even with the scripting it would require a LOT of work to edit the animation.cfg to be configured properly. I think the more important question is do you want to use the freezing for? Is it just a special effect or does it actually affect the gameplay in some way? Link to comment Share on other sites More sharing options...
Tinny Posted December 21, 2005 Share Posted December 21, 2005 I was able to get animation freeze, but it has its glitches especially with knockdowns. I'd keep looking into the saber locking code even though you haven't found much luck with it yet. Keep digging, try searching for things that relate to locking like ps.saberLockTime and ps.saberLockFrame. Link to comment Share on other sites More sharing options...
razorace Posted December 26, 2005 Share Posted December 26, 2005 Vruki, I couldn't find the thread where you asked about the technical aspects of the OJP saber system, so I'm posting here. Anyway, we're currently discussing the system in this thread (yeah, I know the thread name isn't what the topic is about.) Link to comment Share on other sites More sharing options...
Vruki Salet Posted December 26, 2005 Author Share Posted December 26, 2005 Thanks RA, and for your long post under "editing force powers. I'll be back later today. Link to comment Share on other sites More sharing options...
Wudan Posted December 26, 2005 Share Posted December 26, 2005 Wait - you can't set lerp manually / magically in JA? Link to comment Share on other sites More sharing options...
razorace Posted December 27, 2005 Share Posted December 27, 2005 Well, you could use the saber lock code to do that but it's limited by the individual frames of the animations. IE, I don't think it's possible to freeze on an interploted frame. Link to comment Share on other sites More sharing options...
Vruki Salet Posted December 28, 2005 Author Share Posted December 28, 2005 There is a "frameLerp" for animations in JA Wudan. What would I do? Set frameLerp to some super high number (infinite for practical purposes) while I wanted the freeze? Sorry but lerp is a new word for me. Incidentally I'm not sure about this stickiness idea for general use anymore but it might still come in handy sometimes. Link to comment Share on other sites More sharing options...
razorace Posted December 28, 2005 Share Posted December 28, 2005 From what I remember, the frameLerp stuff in the client code is just Q3 style code that doesn't really do that much for the actual Ghoul2 Syscalls that run the show. Well, hold on....there might be a way to do this...The syscall takes an inputted start time so it might be possible to lerp the start time in a way to get the right between frame position. However, I'm not sure how you could freeze the animation speed thou. hmmm... Link to comment Share on other sites More sharing options...
Vruki Salet Posted December 28, 2005 Author Share Posted December 28, 2005 You're right about frameLerp not doing anything. Too bad. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.