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Replacing enums in animations.cfg


Emon

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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?

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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 :)

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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?

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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

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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.

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