Emon Posted April 24, 2003 Share Posted April 24, 2003 I'm not quiet understanding why it isn't working for me. For example, I want to replace BOTH_ATTACK3 with BOTH_ATTACK4. I copy the line from BOTH_ATTACK4 and paste it over the line for BOTH_ATTACK3. In game, it doesn't play any animation there, it does nothing. When I turn on cg_debugAnims, it normally reports something, but not after replacing BOTH_ATTACK3 with BOTH_ATTACK4... Anyone know what I'm doing wrong? Link to comment Share on other sites More sharing options...
Code Posted April 24, 2003 Share Posted April 24, 2003 old ... BOTH_ATTACK3 538 6 -1 20 TORSO_WEAPONREADY3 539 1 -1 20 BOTH_ATTACK4 544 6 -1 20 ... new ... BOTH_ATTACK4 538 6 -1 20 TORSO_WEAPONREADY3 539 1 -1 20 BOTH_ATTACK3 544 6 -1 20 ... this should work Link to comment Share on other sites More sharing options...
Emon Posted April 24, 2003 Author Share Posted April 24, 2003 Yes, that works, thanks. Is there any way to have something like this: ... BOTH_ATTACK4 538 6 -1 20 TORSO_WEAPONREADY3 539 1 -1 20 BOTH_ATTACK4 544 6 -1 20 ... When I try that, I don't get any animations, frames just freeze up on me. The object is to make it so all weapons, except pistols, have ready positions of holding it up to the face for aiming, and firing in the same position. I've got all that working, but for the Disruptor, when shooting while zoomed in, it plays the animation for the waste line firing. It's not so bad, mostly since you never see yourself in that position. It wouldn't look odd of you had dropped your rifle after coming out of zoom, but it doesn't look so hot on NPCs. Any suggestions? Link to comment Share on other sites More sharing options...
Code Posted April 24, 2003 Share Posted April 24, 2003 ok im not totaly sure but on MP the game does this with the anim.cfg //.. the BOTH_name animNum = GetIDForString(animTable, token); //.. 1st frame, numframes bgGlobalAnimations[animNum].firstFrame = atoi( token ); bgGlobalAnimations[animNum].numFrames = atoi( token ); bgGlobalAnimations[animNum].loopFrames = atoi( token ); // fps fps = atof( token ); if ( fps < 0 ) {//backwards bgGlobalAnimations[animNum].frameLerp = floor(1000.0f / fps); } else { bgGlobalAnimations[animNum].frameLerp = ceil(1000.0f / fps); } //lerp bgGlobalAnimations[animNum].initialLerp = ceil(1000.0f / fabs(fps)); //... using the animtable in animatable.h so if its the same in SP (cause i think your into sp ) by doing ... BOTH_ATTACK4 538 6 -1 20 TORSO_WEAPONREADY3 539 1 -1 20 BOTH_ATTACK4 544 6 -1 20 ... your 1st BOTH_ATTACK4 gets overited by the last BOTH_ATTACK4 and BOTH_ATTACK3 is left empty hope this helps Link to comment Share on other sites More sharing options...
Emon Posted April 24, 2003 Author Share Posted April 24, 2003 You're right, I think it was. I found the best way to change the animations is to leave the enums alone, and change the frame data. I was able to make the proper aiming animations play for all weapons using that method. Only trouble is that the Remote Charges and Trip Mines look a bit odd since they are held up to the face for aiming before dropping it. Not that big of a deal, since it never had a real animation to begin with, and you're head got knocked back as if there was recoil... I figure it's not a big deal, since NPCs never use those, and most people are in first person for guns anyway. Link to comment Share on other sites More sharing options...
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