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FPSC Classic Scripts / Attn: Scripters! *simple* character animation ideas wanted.

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Errant AI
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Posted: 7th May 2009 21:02 Edited at: 12th May 2009 22:18
EDITED!

Hello Script Board,

I'd like to know if there are some *simple* animations that you guys would be able to utilize if they were to be included with various characters. Ideally these would be simple gestures or alternative idle loops that you guys could call up via script.

Just FYI, I'm currently making modern military themed characters so keep that in mind but I want suggestions to be general because the animations will be used for different kinds of characters.

Suggestion Guidelines:

-Please keep 'em simple. No "Make a dude tear his skin off and inside there are chickens fighting a gnome"! or "Make it right-handed".
-These should be script-centric things.
-These should be commonly wished-for animations and generic in nature.
-When making a suggestion, please tell me the level of difficulty in scripting for your idea and if you would be willing to share your script with others to help ensure the animations are put to use.

Here's a few ideas I already have (you can tell me if they would be useful or not for your games)...

-A sitting or sitting and typing idle (If the chair has no collision it should be possible, right?)
-Simple hand gestures like "come here" or "halt"
-A crumpled fetal position/ cowering idle


OK, so please share your ideas. I will hopefully be adding two or three new animations that get suggested in this thread. I'll let this thread run a couple of days. Thanks in advance!

UPDATE...

We are now at a sort of "speak now or forever hold your peace" stage because I've come to the limit of weapon compatable animations I can add without needing to add loads more frames of animation due to how FPSC is hardcoded for the weapontypes. It is still possible to add something (which can be used with a gun) but it would mean killing something already on the list). Keep in mind this set is for generic application to military-type characters. I plan to do a civilian themed animation overhaul at a later date.

Anims added so far...
These are curently finished for weapontype=0/unarmed.
These will be set up for weapon use soon.

anim8 Go Prone (from crouch)
anim9 Get Up from Prone (to crouch)
anim10 Head-Shot/KO
anim19 Stunned (could also be cough/sneeze or use radio LOL)
anim22 Flinch: Gut
anim23 Salute
anim24 Prone Idle
anim25 Prone Move (generic- use for crawl, rotate or strafe)
anim26 Stand at Ease (guard idle)
anim27 Gesture: Point
anim28 Gesture: No!
anim29 Flinch: Left
anim30 Flinch: Right
anim37 Talk: Neutral (loop)
anim38 Talk: Yes
anim39 Talk: No
anim44 Flinch: Critical
anim45 Door Knock
anim46 Door Kick
anim47 Melee: Straight
anim48 Melee: Low
anim49 Melee: Crouched

What follows is a hot-list/to-do list/Wish-List for unarmed/weapontype=0 only anims which will be added after the above have been successfully copied/tweaked for weapon use):

Wounded/On-Ground set (go to ground, sit idle, talkind, dying, getting up)
Prisioner/Restrained Hands set (on knees, walking, crouched, crouched move, executed)
Additional Melee Moves (stab, thrust, 2handed, etc)
Additional Non-Combatant Idles (sitting, using computer, etc)
Generic Zombie/Infected Set???(walk=shambler,run=infected,crouch=fast crawler,)
Hockeykid
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Posted: 7th May 2009 21:12
Quote: "-When making a suggestion, please tell me the level of difficulty in scripting for your idea and if you would be willing to share your script with others to help ensure the animations are put to use."


Ill make scripts for any animation. I'm ready and willing

Aaagreen
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Posted: 7th May 2009 21:13
Police style animations.

I.e;

Knocking on door
Hitting with baton
Ramming a door (Throwing all weight against a door, commonly using side of body)

Etc..

PS: These animations would be perfect for your soldier WIPs.

Errant AI
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Posted: 7th May 2009 22:26
Aaagreen , those ideas are great (and short and sweet). You're right. Some sort of breeching animation would be perfect for them. I might do a door kick though (dual use-ish). Pride's melee script works pretty well with the ASP baton and other equipped blunt weapons.

Quote: "Ill make scripts for any animation. I'm ready and willing"


Awesome

Please keep the ideas flowing.
FredP
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Posted: 7th May 2009 23:05
I would like to see chickens fight a gnome...I bet on the chickens.
A pointing animation would be good.

Failing at every guitar game ever made!
john schwarcz
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Posted: 8th May 2009 02:56
hehehe
http://www.youtube.com/watch?v=Ua5MVNy-Z84 - the straitjacket charecter

http://www.youtube.com/watch?v=CnhWDsxXXFk&feature=related - silent hill nurse

http://www.youtube.com/watch?v=0i2ywdjbTNY&feature=related -straitjacket creatur

http://www.youtube.com/watch?v=YYEh5_vfOtI - abomination walking (on ground and walls)

http://www.youtube.com/watch?v=XFwzmfgZCM4 - fear extraction piont nurse

http://www.youtube.com/watch?v=b4ZJStP3ncU&feature=related- invisible part too

twitching (for a "dead" corpse)

head spinning 360

lunge jump

creepier crawl

crying

walking, slow, then fast, then slow then fast etc





and thats about it for now lol i dont expect these to be made, but it would be awsome for everyone making horrors (which i think people will need more then military animations )


thanks so much if you do do these

shadow666
Hockeykid
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Posted: 8th May 2009 03:01
Quote: "head spinning 360"


You could do this through scripting, you don't need an animation.

john schwarcz
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Posted: 8th May 2009 03:11
oh so nevermind about that one, i just added the nonlinked cause i thought there weren't enough lol

shadow666
Nickydude
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Posted: 8th May 2009 03:25 Edited at: 8th May 2009 03:26
Injured or stationary characters, those who are sitting on the ground like in Half-Life 1&2. These characters could give you information.



Plystire
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Posted: 8th May 2009 06:00
How about a simple animation for characters that are talking? You know, some small hand gestures, a bit of body movement, that sorta thing.

Also here's one that we could really use:
A jumping and landing animation.


The one and only,


john schwarcz
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Posted: 8th May 2009 06:02 Edited at: 8th May 2009 06:04
who is making all of these?
one guy cant make all of them (where is bond1 in a time like this lol)

shadow666
Airslide
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Posted: 8th May 2009 07:07 Edited at: 8th May 2009 07:08
Send these in a reply to your e-mail but these could be useful in congruence with DarkAI (and through scripting too )

Hiding behind cover
Shooting around/over cover
Ducking down/panicked behind cover
Leaning left/right (this was even in the EA version!)

Door breaching (kick down would be good)

Idle walking/standing/etc with weapon lowered (casual, guard sorta pose)
Alerted but non-combat walking/standing etc with weapon lowered but ready (not essential but would be nice for enemies that are searching around after hearing something)

Prone (also in the EA version, may be too complicated, primarily due to transition)

All of those would be implemented via scripting in conjunction with DarkAI so they could be utilized easily in standard scripting as well I imagine. I know Butters made some scripts that behaved as if they were behind cover so those kind of animations would probably make it much easier to portray.

Not sure why they cut leaning and prone for V1, prone was really cool for snipers

And as I said in the e-mail, new death animations would be GREAT if you think they would be simple enough. If not don't sweat it, especially since we'll get ragdoll eventually anyways (although I still don't know if that will be in a couple of weeks or a year)

john schwarcz
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Posted: 8th May 2009 07:27
agian, we only have one person whos gonna make these so far, i suggest everyone tell all the scripter they know, to report to this thread

shadow666
Plystire
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Posted: 8th May 2009 08:06
@john:

Please don't post those sort of things into other threads. That's considered spamming to many people and it may not be welcome in their thread (or by a Moderator).


@Airslide:

I agree, those types of poses would be nice to have. It would definitely add to the feel of the AI (and we all know that the AI needs all the help it can get )


The one and only,


john schwarcz
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Posted: 8th May 2009 08:08
ok sorry but i feel nobody is reading this thread

shadow666
Plystire
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Posted: 8th May 2009 08:10
People who are interested will read it, don't worry.


The one and only,


john schwarcz
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Posted: 8th May 2009 08:18
ok i trust your word lol, but i hope enough scripters read it,
wait! your a scripter! lol do you do animations your too busy with your mod probably , (its great though)

shadow666
A r e n a s
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Posted: 8th May 2009 09:09
How about a charactor which leans forward and pulls something off a wall (like COD5 zombies). Im making a zombiemod and thats the only animation which is missing Also ply could you have a look at the current problem i have with it on wave spawning. It is the last main feature and then the mod should be complete
john schwarcz
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Posted: 8th May 2009 09:22
arenas, whoever is doing your animations direct them here lol

shadow666
Errant AI
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Posted: 8th May 2009 10:49
Quote: "A pointing animation would be good."


Good idea, Fred. And easy too

John, most of your suggestions are a bit too character-specific and I'm seeking more generalized suggestions but I did pick up some nice ideas from those videos (pounding on window/wall "let me out"). So, thanks!

Quote: "Injured or stationary characters, those who are sitting on the ground like in Half-Life 1&2. These characters could give you information."


Great ideas!

Quote: "a simple animation for characters that are talking? You know, some small hand gestures, a bit of body movement, that sorta thing."


Will do. Maybe three short ones like neutral agree and disagree?

Quote: "A jumping and landing animation"


I'd think the freeform idles (swim) and spawn animations would work for those or do you mean some different kind of jumping?

@ Airslide. A lot of those might be more involved than I'm looking for right now. With combat animations it's trickier because they more or less need animations for the different weapontypes and I think it would take code, not script to use them, right?

Quote: "Prone"


I think the fall on face and get back up animations could be copied/edited to work well for sniper prone positioning but I'm not wanting to make animations for move or strafe while prone and I would only make it for the rifle weapontype. Sound reasonable?

Quote: "Hiding behind cover
Shooting around/over cover
Ducking down/panicked behind cover"


Should be doable though I would want to make them generic weapontype-wise.

Quote: "Leaning left/right"

This is easy. If it was in EA, maybe the animations are still in the animation set.



OK. More ideas please

I want to have many options so that if an animation is looking too time consuming I can quickly move to another.
The Aaron
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Posted: 8th May 2009 13:56
I think it would be great to have 2 or 3 dying animations so that a script can say, if hit in limb something then play animation, ( for instance like a head shot will make the character fall to his knees and then fall face down) i don't know whether it is possible but, hey if it works it would be awesome!
~Aaron

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Plystire
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Posted: 8th May 2009 14:13
Honestly, the freeform swimming animation would look pretty silly for someone jumping, don't you think?


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Airslide
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Posted: 8th May 2009 16:55
Quote: "I think the fall on face and get back up animations could be copied/edited to work well for sniper prone positioning but I'm not wanting to make animations for move or strafe while prone and I would only make it for the rifle weapontype. Sound reasonable?
"


That's basically what the EA version did. I'm pretty sure each character type (ie: Conker (Shotgun) and Conker (Heavy Weapon) ) each had their own animation set, although things like the prone animation appeared to be copied over - they only held the weapon with one hand in a kind of awkward pose. Moving forward *May* be useful but I don't think a well positioned sniper would have to move (at least in a video game made in FPSC )

Quote: "Should be doable though I would want to make them generic weapontype-wise."


SMG's and Rifles have very similar postures from what I know, so you should be able to strike a balance between the two.


I took a look into the code to see about the animation offsets. Sadly, they are hardcoded


From that you can see the specific offsets. Sadly, without a source mod there isn't really a way to get around this it seems. However I will gladly make the necessary adjustments and send the changes to other modders (or post it publicly).

I wonder how Butters did his custom skeleton. Perhaps he just set all his weapontypes to 0...

Red Eye
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Posted: 8th May 2009 17:24
WOW GReat ideas around here... When i got any script, i will certainly post


Errant AI
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Posted: 8th May 2009 18:13
I've updated the OP with a list of animations I think would not need source modification to use and which I am confident I can achieve without spending too much time.

Airslide, can you elaborate a little on that? Does this basically mean that special animations can not be used if holding a weapon other than weapontype=0?

And can someone clarify for me how I would assign an animation ID for a custom animation in the character FPE? Is it as simple as adding animX = Y,Z where X is any number greater than 300(?) and Y,Z are frameranges? Then the anim# gets called in the script? (sorry, I am less than noob when it comes to FPI!)
Red Eye
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Posted: 8th May 2009 20:49
oeps i misunderstood this thread. it is about animations i thought about scripting... o dear... Well great ideas anyway


john schwarcz
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Posted: 8th May 2009 21:07
[quote]"John, most of your suggestions are a bit too character-specific and I'm seeking more generalized suggestions"

so you want me to be more broad? ok heres the main gyst of it
body squirming+ head twichting 90 degress both ways, really fast (like first link)

a creepy walk, so one leg is put in front of the other (like the silent hill straitjacket)

the whole body twitching alot, (like the silent hill nurse)

crawling/ crawling over itself/ rolling with crawl, (like fear abomination)

another crawling, but more like a dog running, plus invisible


these are really advanced if their too advanced for you then i definitely wont be able to do them , who would be able too? (i would be able to pay, but it will be a while before i start making monet (arund 2 months)

shadow666
john schwarcz
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Posted: 8th May 2009 21:18
lol how do you end a qoute

shadow666
Plystire
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Posted: 9th May 2009 07:12 Edited at: 9th May 2009 07:12
[/ quote]


The one and only,


Pride
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Posted: 9th May 2009 08:25
How about a surprised 180 turn-around? Pretty simple yet it can be useful.


"Tempo non é só unha teoría, senón unha forza"
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A r e n a s
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Posted: 9th May 2009 11:03 Edited at: 9th May 2009 15:16
How about tearing off of a barrior? What about some new charactor death animations? Other then falling flat you could make it more interesting like Bond1's zombies?

I got another one! How about a more natural way of walking for charactors. Like COD4 patrolers, and when you shoot them they quickly respond. But i like the walking natural idea, it will give an edge of realism to games where you need to break in somewhere.

Also does anyone know any good ally scripts, all good games have allies...

http://arenas4146.webs.com/
Hockeykid
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Posted: 9th May 2009 17:29
Well theres my ally script just search hockeykid's ally script

Errant AI
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Posted: 9th May 2009 18:15
Quote: "How about a more natural way of walking for charactors. Like COD4 patrolers, and when you shoot them they quickly respond. But i like the walking natural idea, it will give an edge of realism to games where you need to break in somewhere."


Quote: "Idle walking/standing/etc with weapon lowered (casual, guard sorta pose)"


From what Airslide has told me, unless I am mistaken, it doesn't appear that these can be done in a script-able manner due to hard-codes in place that call for specific animations when a weapon is assigned. It would be possible to animate the walking with weapon lowered and also the idle but I I believe FPSC uses one of the idle frames for shooting. Also, it would ruin the character for multiplayer use. However, if someone can tell me different, I will look into it.

I too am bored to death of the death anims but there's a lot of work needed to do it right because there are about 14 different complex animations involved if you account for all the weapontype anim sets. It was a little cheesed in that there were only unarmed and generic armed get-up animations (repeated 4 times) but I have already made them register better with the appropriate idle animations so that when a guy gets up he doesn't go into a rigid upright pose before popping to the idle animation. Nonetheless, death anims are a bit out of the scope of this thread unless it can be argued otherwise.

One thing that would be very helpful is if you guys could explain to me a little bit about how custom animations are used by scripts- just so I have a better understanding of how I need to set things up. I've just about finished revamping the 0-5 weapontype animation sets and will start to add some of the suggestions tonight.

In a few days I'll send out some files for Beta testing to Airslide and also Hockeykid and Nickydude- if you guys are interested.
Hockeykid
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Posted: 9th May 2009 18:36 Edited at: 9th May 2009 18:36
Quote: "In a few days I'll send out some files for Beta testing to Airslide and also Hockeykid and Nickydude- if you guys are interested."


O I'm definitely interested, can't wait!

Thanks

Pride
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Posted: 9th May 2009 21:07
Quote: "How about a surprised 180 turn-around? Pretty simple yet it can be useful."

Uses:
-If you sneak-up behind a character and shoot them, instead of them sliding around, they execute the animation and turn around 180 degrees
-If you throw an object and it makes a noise, the character can turn using the animation to the direction of the thrown object.


"Tempo non é só unha teoría, senón unha forza"
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Plystire
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Posted: 9th May 2009 21:35
You'll need to set up the custom animations so that there is a version for unarmed, armed, blah blah blah to get around those stupid hard-coded animation sets. The animation numbers will also need to be the same proportionaly for each rendition.

Example:
You make an unarmed custom animation which goes from frame 101 to 121.
You will also need to make that same animation for when the character has a weapon of type 2 equipped, but the animation numbers will need to be 389 frames higher than what they're at (going with the code snippet Airslide posted) for the unarmed version. So the weapontype 2 rendition of the custom animation will need to go from 490 (101+389) to 510 (121+389)

Hope that made sense.


Good luck!


The one and only,


Errant AI
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Posted: 9th May 2009 22:16 Edited at: 10th May 2009 07:09
Thanks Ply. That did help straighten things out for me- I think.

Now, the stock animations already go out to frame 2,497 :S

So, I can tack on a custom animation at 2498(wpn0) then repeat it at 2887(wpn1), etc?

Sadly this means nearly doubling the animation timeline and possibly the memory footprint as well for a gain of only 389 frames of new animations which seems pretty inneficient but that would let me add about 10 new animations if they are short loops and without transitions (things which branch well from the normal idle animations or other existing anims). Or about two or three animations if they need transitions and a death. Hmmm


EDIT

progress update...

I've got about 200 frames of new animations so far with another 181 to go.

So far I've added (but not tested):

-snap to attention and salute
-stand at ease idle (this will be usable as a guard pose with the weapons held in a non-threatening but ready manner.
-gesture point
-gesture STOP!
-talk neutral
-talk YES
-talk NO

Right now I'm making headshot death/KO

Next will be injured on ground idle. I will try to make it compatable with the get up from slumped against wall animation. I think it will have four parts- idle, gesture NO, talk, die. Maybe waving a gun around too but I don't know about space.

Then, a door kick.

Space permitting, I will add a melee from upright and melee from crouched and a cowering or prisoner anim with death. I'd really like to have the "let me out" type thing too (which might be able to double for breaking down barriers (but really, this isn't a zombie animation set so it's sort of a non-point) and the door knocking.

I've been using the empty slots in the 0-49 range for these which I think might be necessecary to not throw of the animation count and break people's existing scripts.
The Aaron
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Posted: 10th May 2009 09:14
Would it be possible to have a script that would make the character when he is close to you hit you with his gun? i think i saw that one of bond1's had it but i am not sure.
~Aaron

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Errant AI
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Posted: 10th May 2009 12:45 Edited at: 10th May 2009 18:24
I'm fairly positive that can be done. I'm hoping to add melee for guns so you can do just that.

Well, I'm some of the animations and some I think I need to make a little longer. Either that or i need to better tell the script to make the animations play completely before randomizing because when talking they look like on crack LOL.

Anyhow I've written my first script and it's for two guards standing in a hallway. They are conversing back and fourth but when you get close they take an at-ease posture and look straight foreward. When you get close and in front of them they are supposed to salute once then return to the at-ease pose until you have walked away then they start talking again. I'm still trying to figure out how to make them play an animation only once then go to the next state.

here's my script...



State 1 is where I can't get the #25 animation to play without looping (doesn't play at all in this script(still working on it). and in state2 I want the animation to complete before randomizing again (I accidentally have John's twitchy head thing going on LOL).

The animations used are

25 = salute
26 = at-ease idle
37 = talk normal
38 = agree
39 = disagree

edit: I rewrote my script and it's working much better now but I still need to add in the extra talking.



This is actually pretty fun. I can see why you guys enjoy it. And supprise, supprise the guide is pretty helpful LOL
freak of nature 64
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Posted: 10th May 2009 16:42
Oh! A "kicking the door in then patroling" and a beating someone with a stunstick" and "public speaking" and new death animations.

bla bla bla Mr. Freeman
Hockeykid
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Posted: 10th May 2009 19:06
Quote: " but I still need to add in the extra talking."


I might be able to help, i just need to know what you mean by "the extra talking"

Errant AI
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Posted: 10th May 2009 19:37 Edited at: 10th May 2009 19:51
Basically, I want them to have a state where they are sort of being casual. I mostly want them to be looping anim26 but sometimes talking using anim37, anim38 or anim39.

At frameatend=26 have I want them to randomly choose to either:

play anim26 again (70% of the time)

or

play anim37 (40% of the time)

and then either play anim 37 again (50%) or either anim38 or anim39-neither of which should be allowed to loop (10%,10%) or go back to anim26.

anim26 is the guard idle. anims36,37,38 are talking.

Before I had:



Which didn't include the idle and they flipped through the animations too fast and looked possessed.

Now I am trying something like:



I'd like to keep this all in one state but don't know if I can do it that way. I haven't worked out the proper random values yet.
Airslide
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Posted: 10th May 2009 20:26
I don't have the model so I can't test but try this:



I didn't make them turn to the player when they salute because I'm not sure how to turn them back...

Errant AI
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Posted: 10th May 2009 20:28
Awesome, I'll try it. Sending out the alpha-stage model now
Hockeykid
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Posted: 10th May 2009 20:33 Edited at: 10th May 2009 20:41
Give this a go




Untested but you should get something out of it, tell me the results.

ah cross post airslide

CoffeeGrunt
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Posted: 10th May 2009 20:42
An "At ease" animation, with the gun leant against the shoulder...

Also, a more casual patrol animation, with the gun held across the torso rather than looking down the sights the whole time...

Going prone...

A better death animation, extremely necessary...

Standing at a computer terminal...

Waving a hand as if calling in troops/vehicles...

Kneeling on ground with hands behind head...

Sorry if these're too complex, but they'd be awesome if implemented.

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Errant AI
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Posted: 10th May 2009 20:53
CoffeeGrunt, those are all good suggestions.

Airslide, I agree with you about the turn to player messing things up. Your version the talking looked good but it was non-stop. After the salute, the character broke.

hockeykid, In your version when I think the character was supposed to be talking they looked frozen but all of the other parts worked well.

I've sent you guys the alpha-test model. Feel free to have a look and test with some of your personal scripts and lend me feedback on function. The sent version includes:

-snap to attention and salute
-stand at ease idle (this will be usable as a guard pose with the weapons held in a non-threatening but ready manner.
-gesture point
-gesture STOP!
-talk neutral
-talk YES
-talk NO
-headshot/KO

Please note these are unarmed/weapontype=0 animations only at this time.
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 10th May 2009 20:56
Thanks for the text model! Here's a script that's a little better (be sure to up the view cone angle a bit though, took me awhile to figure out why they ignored me and I realized they couldn't see me!)



Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 10th May 2009 21:00
text model? did I send the wrong file or you mean test?

coneangle=45 ok? testing now
Hockeykid
DBPro Tool Maker
17
Years of Service
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Joined: 26th Sep 2007
Location:
Posted: 10th May 2009 21:02 Edited at: 10th May 2009 21:11
Hey I got the character, he looks good. Ill do some testing when I get back from what I need to go do.

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