razorace Posted August 27, 2002 Author Posted August 27, 2002 Originally posted by Primesghost When you think about it, it makes a lot of sense that way actually. You wouldn't want a player to be able to perform a bunch of keypress combos and be able to just sit back and watch his character fight would you? Or go the other way with it, during a saber fight a player may make several button presses per second, woudn't it suck if the game cached them all and made you watch while they played out? True, but it makes multiple-button-press moves harder to do. If you have a millisecond buffer it allows players to be non-prefect with their button presses. Without a buffer, you MUST press all the keys at the exact same time to execute the move. This means you should hold down the buttons for a certian move (until it executes) instead of just tapping the buttons.
NickR Posted August 27, 2002 Posted August 27, 2002 What I meant was that the PM_ utility functions only get called from the bg_ files (Both Game) and there's only one instance of a PM_ function getting called in a g_ file (Game).
Primesghost Posted August 27, 2002 Posted August 27, 2002 Ohhhhhhhhhhhhhh! lol You're absolutely right. I clearly misunderstood what you meant.
razorace Posted August 28, 2002 Author Posted August 28, 2002 There's a thought. Without a input buffer, multiple key stroke moves aren't possible such as double tapping Jump, etc. Is that true for current JK2 gameplay?
razorace Posted August 28, 2002 Author Posted August 28, 2002 What about inversion animations (like the back flip and wall walk)? Does the model physically flip (rebound/collision box included) or is it all visual? If so, is it the torso or leg animation that causes the flip?
NickR Posted August 28, 2002 Posted August 28, 2002 You have double tap jump against a wall to do a wall flip. The flipping is an animation I think, and the bounding boxes probably stay the same. And its a BOTH animation rather than just a LEG or aTORSO anim.
razorace Posted August 28, 2002 Author Posted August 28, 2002 So, ether there's a slight input buffer or it controlled by a upwards jump height trigger... I'll have to check.
agentj64 Posted August 28, 2002 Posted August 28, 2002 http://www.lucasforums.com/showthread.php?s=&threadid=74016 Njoy
razorace Posted August 29, 2002 Author Posted August 29, 2002 Who made the .gla format? If a code monkey could access the format code I bet he could whip up program to make it possible to merge .gla files....
Primesghost Posted August 29, 2002 Posted August 29, 2002 Hey! I'm a code monkey!!! Sorry, couldn't resist.
Tchouky Posted September 3, 2002 Posted September 3, 2002 Originally posted by NickR The flipping is an animation I think, and the bounding boxes probably stay the same. wrong the bounding boxes changes.
razorace Posted September 3, 2002 Author Posted September 3, 2002 Hey! It's Tchouky! So, how's the bounding box handled by JK2? Is it a simple box or is it bond to the model like the hit zones? Razor Ace
Tchouky Posted September 3, 2002 Posted September 3, 2002 the bounding boxes are just stupid simple boxes. defined with your origin and view angles. so if a player is turned to 45° from the level y axis he is easier to hit ! i think someone in the quake world forum did an octogonal bounding box, and an other dude did a model hit detection but it used too much the cpu. look at the bg_pmove.c and check the mins and maxs.
razorace Posted September 3, 2002 Author Posted September 3, 2002 Something to look forward to in the future of 20 Ghzs systems.
Tchouky Posted September 12, 2002 Posted September 12, 2002 i don't really see the point bumping that thread until we have new infos on gla files.....
razorace Posted September 12, 2002 Author Posted September 12, 2002 There's some critical information about animations posted on page one. It would be nice to have the thread where people can actually find and use this information.
Toonces Posted September 12, 2002 Posted September 12, 2002 It may be a little premature, but this thread might just deserve a sticky, and perhaps being merged with agent's thread in the modeling forum
Jman3ooo Posted September 21, 2002 Posted September 21, 2002 Ok maybe I'm just a lot slower and stupider then you guys but I am still not in understanding... Lets say that I want to call the animation BOTH_HOP_B So The call is: PM_SetAnim(SETANIM_BOTH, BOTH_HOP_B, SETANIM_FLAG_OVERRIDE, 0); And assuming that I want this animation to be activated through a command, where do I put this call statement
NickR Posted September 22, 2002 Posted September 22, 2002 Check the loveandpeace command at the bottom of the g_cmds.c file.
Jman3ooo Posted September 22, 2002 Posted September 22, 2002 Ok the in g_cmds.c there is this under loveandpeace: else if (Q_stricmp(cmd, "loveandpeace") == 0 && CheatsOk( ent )) { trace_t tr; vec3_t fPos; AngleVectors(ent->client->ps.viewangles, fPos, 0, 0); fPos[0] = ent->client->ps.origin[0] + fPos[0]*40; fPos[1] = ent->client->ps.origin[1] + fPos[1]*40; fPos[2] = ent->client->ps.origin[2] + fPos[2]*40; trap_Trace(&tr, ent->client->ps.origin, 0, 0, fPos, ent->s.number, ent->clipmask); if (tr.entityNum < MAX_CLIENTS && tr.entityNum != ent->s.number) { gentity_t *other = &g_entities[tr.entityNum]; if (other && other->inuse && other->client) { vec3_t entDir; vec3_t otherDir; vec3_t entAngles; vec3_t otherAngles; if (ent->client->ps.weapon == WP_SABER && !ent->client->ps.saberHolstered) { Cmd_ToggleSaber_f(ent); } if (other->client->ps.weapon == WP_SABER && !other->client->ps.saberHolstered) { Cmd_ToggleSaber_f(other); } if ((ent->client->ps.weapon != WP_SABER || ent->client->ps.saberHolstered) && (other->client->ps.weapon != WP_SABER || other->client->ps.saberHolstered)) { VectorSubtract( other->client->ps.origin, ent->client->ps.origin, otherDir ); VectorCopy( ent->client->ps.viewangles, entAngles ); entAngles[YAW] = vectoyaw( otherDir ); SetClientViewAngle( ent, entAngles ); StandardSetBodyAnim(ent, BOTH_KISSER1LOOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); ent->client->ps.saberMove = LS_NONE; ent->client->ps.saberBlocked = 0; ent->client->ps.saberBlocking = 0; VectorSubtract( ent->client->ps.origin, other->client->ps.origin, entDir ); VectorCopy( other->client->ps.viewangles, otherAngles ); otherAngles[YAW] = vectoyaw( entDir ); SetClientViewAngle( other, otherAngles ); StandardSetBodyAnim(other, BOTH_KISSEE1LOOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); other->client->ps.saberMove = LS_NONE; other->client->ps.saberBlocked = 0; other->client->ps.saberBlocking = 0; } } } } So what does this have to do with calling the following code: PM_SetAnim(SETANIM_BOTH, BOTH_HOP_B, SETANIM_FLAG_OVERRIDE, 0);
Jaii der Herr Posted September 23, 2002 Posted September 23, 2002 PM_ functions are only avialable in bg_ files if you have had a look at the code you posted you should have seen this function call: StandardSetBodyAnim (other,BOTH_KISSEE1LOOP,SETANIM_FLAG_OVERRIDE |SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); Can you imagine for what it is? And if you want to have a look at the function in which the code is. you'd nearly know all of your question
Recommended Posts
Archived
This topic is now archived and is closed to further replies.