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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: 10th May 2009 21:15
Cool.

Airslide, on your last version I changed

Quote: ":state=7,plrdistwithin=150:state=8"


to

Quote: ":state=7,plrdistwithin=80:state=8"


and it works pretty great. It seems A LOT smoother than my nooby version although the stages of activity were mostly identical except the talking. Now to study your script to see if I can learn something!

Ideally I will try to add some idle (#1 or #26) to break up the talking a bit and then start adding what happens if you hurt them. Starting with the "STOP" warning then escalating.
Airslide
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Posted: 10th May 2009 21:33
I'm going to add a plrholdingweapon condition to AirMod SE so you can have guards point and alert others of the player if they pull a gun out in an undercover mission

The cool thing is that custom scripting like this is totally compatible with my DarkAI implementation because you can freeze the DarkAI part of the entity. Movement and rotation are still dependent on DarkAI though, I may be able to make an option to free up rotation to the script for a special sequence although it's doubtful I can efficiently free up movement due to all the adjustments that go into make it DarkAI dependent.

Errant AI
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Posted: 10th May 2009 21:54
Awesome!

OK, I'm going to get back to animating now that there are scripts to gauge the flow of things better. Anything you guys want to come up with would be great because it helps me see how the animations need tuning when I can see them in context. (things like the salute being too fast, etc).

I'll have an update model with more anims in a couple days.
Hockeykid
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Posted: 10th May 2009 23:15


This script should work, he should tell you to stop when you shoot him but i haven't tested it,(i'm not at home) and i didn't have the frame numbers for the stop animation so on state=12 edit the incframe= and on state=13 edit the frameatend=

Airslide
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Posted: 10th May 2009 23:45
You forgot setframe

Although I've never tried not using setframe, but I think it is required.

Hockeykid
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Posted: 10th May 2009 23:50
I actually barley use setframe, it should work with out it, we'll find out can you test it for me?

Airslide
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Posted: 10th May 2009 23:52 Edited at: 11th May 2009 00:00
Ya no problem, testing it now.

EDIT: Didn't work. I'm trying another method now...

Hockeykid
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Posted: 11th May 2009 00:01
Ok darn, i would have used shotdamage=1 but apparently x is the damage of the shot and it would loop.

Airslide
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Posted: 11th May 2009 00:09
Here's one that makes them play the "STOP!" animation when you shoot them. There's also a line I commented where you would preferably want to switch to the shoot script (especially since long scripts can slow performance as it has to do a lot of cycling through) but for now goes back to the finished-saluting state:



Not sure how you would make unarmed guards respond in the end. I think it would be cool to have a dummy-pistol weapon made with no vweap and weapontype 0 and have an animation where they pull out the pistol they have on their chest.

Hockeykid
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Posted: 11th May 2009 00:44
Hmm i thought that shotdamage=1 would loop

Bugsy
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Posted: 11th May 2009 01:23
I've noticed that the Ai in most games is as simple as: run close-ish towards the player, then shoot him. the reason fpsc ai is so stupid is cause the regular animations suck
Red Eye
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Posted: 11th May 2009 14:08 Edited at: 11th May 2009 14:11
@bugsy: i have to disagree with you, first i think the animations dont suck but the use of the animations does. And then the newest games have alot of different ai's, positive, negative, neutral, active, passive.
I think that all of this could be achieve by using fpi. Positive (basicaly what we have, allways right choices, but i think things like moving aside while looking to the player shouldnt be there), negative (the enemy makes good an bad choices but with a reason), Neutral (a person that can take weapons can be wounded, can shoot if heard shot, can shoot when he is under attack, can be your friend or your enemy, BUT WONT ATTACK RIGHT AWAY, he has to wait till there is a reason to attack), active ( basicaly search and destroy, they search you and try to kill you, NOT plrwithindist then attack, but search and attack) passive (the same as neutral, but here they will be right away attacking you or they will be right away you ally)

Hope i made myself clear ,

Ps: i am currently Making this sort of ai's. , good luck me

- Red Eye

A r e n a s
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Posted: 11th May 2009 19:46
How about on a game where you are with one ally and you split up you have an animation where he waves to you and then runs off? Also where is the download link for this tuff

http://arenas4146.webs.com/
Errant AI
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Posted: 11th May 2009 22:33
Cool! I'll check out the new scrips in a bit. Alpha2 test char. has been sent out now to beta testers.

Added some new anims:

Flinch Left
Flinch Right
Flinch Gut
Critical Hit
Stunned
Door Knock
Door Kick

@Arenas- No public download at this time. If I have space, I will add the wave anim.
Hockeykid
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Posted: 11th May 2009 22:52 Edited at: 11th May 2009 22:55
Ok cool can't wait to do the door kick.

EDIT: got the email nothing attached

creator of zombies
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Posted: 11th May 2009 23:02
@Errant AI: Sounds great! No model attached to the email though

CoZ

-Demon Sun: Lead Developer-
Red Eye
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Posted: 11th May 2009 23:04 Edited at: 11th May 2009 23:04
@errant ai: nice work till now, i could do some scripting if you want, although i am a bit busy with school, but i can work fridays and saturdays, just if you want...

Errant AI
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Posted: 11th May 2009 23:38 Edited at: 12th May 2009 00:25
re-sent

Thanks for offering, Red Eye. I'll keep it in mind.

edit:

Quote: "Not sure how you would make unarmed guards respond in the end. I think it would be cool to have a dummy-pistol weapon made with no vweap and weapontype 0 and have an animation where they pull out the pistol they have on their chest."


Probably by punching on you and calling armed back-up. The chest holster is a bit too speciffic and in the end, that kind of character wouldn't likely be a guard anyhow but more of a patrol/response team. I am, however, considering doing something similar but with a knife so that chars. with guns can stab someone. I'm not really sure what I will do with the at-ease/sentry pose when the player is armed with a sidearm.

Tested the new script and I see already the No! pose isn't working well.
Bugsy
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Posted: 12th May 2009 03:35
Why Not do a melee attack that you can be able to add to a regular script to make them melee attack you if you get too close. just make it a lil snippet you can add on to any other script
Pride
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Posted: 12th May 2009 04:01
Quote: "Why Not do a melee attack that you can be able to add to a regular script to make them melee attack you if you get too close. just make it a lil snippet you can add on to any other script"

Elaborating on what Busgy said:

You could animate a weapon melee for the characters. For a pistol-type weapon, they could just bash the player with the pistol. For a rifle-type weapon, they could smash the player with the stock of the rifle. For a shouldered weapon, they could drop the back end of the shouldered weapon on the player, like the Halo 3 rocket launcher.

Interesting?


"Tempo non é só unha teoría, senón unha forza"
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Wolf
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Posted: 12th May 2009 04:03 Edited at: 12th May 2009 04:05
turning around and pointing at something

take a look behind a corner (like a soldier)

Standing around and doing some random movement for better and more athmospheric passive characters.

Edit: I always wished a lot of animations in FPSC...i hope it will work!

Oh, and a final one: Sending a kiss

The Tragedy Poet
Errant AI
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Posted: 12th May 2009 13:19 Edited at: 12th May 2009 22:24
Quote: "Why Not do a melee attack that you can be able to add to a regular script to make them melee attack you if you get too close. just make it a lil snippet you can add on to any other script "


Quote: "Elaborating on what Busgy said:

You could animate a weapon melee for the characters. For a pistol-type weapon, they could just bash the player with the pistol. For a rifle-type weapon, they could smash the player with the stock of the rifle. For a shouldered weapon, they could drop the back end of the shouldered weapon on the player, like the Halo 3 rocket launcher.

Interesting?"


That's the plan

I'm in the middle of animating the weapon=0 template for that now. When complete, there will be melee for the armed weapontypes as well. There will be three melee attacks for weapontypes 0-5: melee foreward, melee aiming down (for when the player is crouching or beating on another NPC which is on their knees or short like an animal) and melee from the crouched position.

The weapon melee anims will likely be the last of the animations (unless I can fit something for prone) I will be adding for use with all weapon types because I am nearly out of frames and I don't want to add yet another 2500-ish frames of animation. After the newly added anims have been tested and tuned, I will copy and tweak for the remaining weapontypes. When that is done, I will tack-on a few more anims for unarmed/weapontype=0 only use such as weapon/attack-specific melee attacks (knife/stabbing, sword thrust, clubbing, whatever) and a couple things like the on-ground-wounded anims, prisoner on ground and walking, non-combatant idles (like Wolf just mentioned)for standing around, sitting, etc.

One thing I've thought of was to add a few "dead guy" poses which should more system/memory friendly than placing dead guys only as entities. The idea would be that the character would spawn and immediately go into the anim then suspend,coloff. It should be really useful in X10 because of proper instancing. The only downsides I predict would be lack of lightmapping and possibly not being able to have them in a starting room or save/load problems because you might see them "die" right after the game loads. Any thoughts?

Edited...

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,)
The Aaron
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Posted: 13th May 2009 08:35
I don't care if it is not possible but it could there be anims for ironsights mode, mainly for multiplayer? Also mainly for multiplayer could the characters have MP9-10 arms?
If it is to late, i won't cry...
Everything looks great, Errant!
~Aaron

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Errant AI
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Posted: 13th May 2009 15:19 Edited at: 13th May 2009 15:32
Ironsight anims are more or less by default in the normal animations (at least for pistols and rifles). I think that's what people have been complaining about

It's beyond my control because of the special coding which would be involved but it would be possibly neat to have weapontype=2 (SMG) anims forced to use weapontype=3 (Rifle) anims when in Ironsight mode. That would transition from hip shooting to shouldered shooting. But like I said, it's beyond my control.

There will certainly be character variations with MP9/10/5-ish style arms meaning short-sleeved with gloves. There should also be matching player bodies, for mod use, as well.

Right now I'm doing animation clean-up on the primary anims. I tweaked the biped rigging pose to line up with my model better and it threw off all of the gun poses so I am getting that sorted now. I've also decided that I've had it with the ad-hoc VWEAP positioning I used to fit MP1 hands. I had it good for about 80% of my weapons but I know I can do better and save future headaches if I streamline things by adjusting VWEAP origins to a simple standard. It will mean some extra work updating VWEAP exports but will be worth it in the end for those who are picky about proper mesh-to-mesh registration and will make things much less trial-and-error prone down the road.

I've come to realize why there's no prone in the regular FPSC animations. It's because the dang hitbox doesn't change. You can score hits aiming four feet over their heads
Red Eye
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Posted: 13th May 2009 16:38 Edited at: 13th May 2009 16:38
Good work Erraint Ai till now, keep it up,

Great job,

Pride
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Posted: 17th May 2009 18:00
How about some crippled animations, like a limp walk or a limp arm idle?


"Tempo non é só unha teoría, senón unha forza"
Try and figure it out
Nomad Soul
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Posted: 17th May 2009 22:25
This is a great idea, thanks EAI

This is one of those things which will make a really big improvement to FPSC game characters but nobody has been able to sit down and actually do it because animating is pretty darn hard to do well.

Can you confirm if the new animated skeleton will be compatible with FPSC X10 as I think Lee added support for X9 scripts to be compatible in one of the betas?

Thanks
The Aaron
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Posted: 19th May 2009 20:29
I have one final question...
will the character's firing anims have any recoil?
With the stock character's shooting they must have arms of steel or something, cause they don't move at all...
~Aaron

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Errant AI
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Posted: 20th May 2009 22:05
Quote: "will the character's firing anims have any recoil?"


That should be do-able for characters who are standing or crouching but not if they are moving because it would be inefficient and cumbersome to have the lower body animation sync up though even if stationary I don't know how noticeable it would be. Of course, it will be up to the designer to modify the script to include any enhanced functionality like that.

Quote: "How about some crippled animations, like a limp walk or a limp arm idle?"


There will be an animation for a crippled/wounded stationary and unarmed character but I think it would be wasteful to include more for general use.

Quote: "Can you confirm if the new animated skeleton will be compatible with FPSC X10 as I think Lee added support for X9 scripts to be compatible in one of the betas?"


I don't have X10, so I will not be able to confirm this first-hand although it is important to me that the changes and characters work in X10. The biped is standard so ragdoll should work just fine. I can't comment now about anything from the scripting perspective though I would assume, the new animations should be accessible no different than what everybody is used to already. Nomad Soul, If you would like to beta test for X10 use, please email me your contact info and system specs.

As an update note, I've shuffled the animation numbers around a little from what was posted previously to work with the hard coded hit box system. It's not perfect or ideal but the prone move, idle and go prone animations now use the crouched sized hit box. IMO, it's still far too generously sized but salt-worthy designers should still be able to take advantage of the animations to aid in enemy concealment, if not cover.

Another thing worth mentioning is that I've removed the salute animation because it ended up being wasteful by the time the animation length had been extended to make the anim look good. With the freed space, I have added a patrol walk animation and the at-ease idle animation is now essentially a patrol/guard idle and the conversation animations now stem from this idle.

I've gotten as far as adding the new (listed) anims to weapontypes 0-3. I'll do some more testing and anim cleanup before applying to weapontypes 4-5. After that will be a handful of unarmed only animations though likely not as ambitious as I had stated earlier due to time constraints.

Right now, I'm working on the actual character model but hope to get back to the animation side soon.
Nomad Soul
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Posted: 20th May 2009 23:25 Edited at: 23rd May 2009 01:43
Hi Errant AI

Thanks, I'd definately like to beta test for X10 as it would be a real shame not to have this bi-ped update working in both versions.

My system specs are:

AMD 4200+ 64 X2
4 gig DDR2 RAM
Geforce 9800 512 DDR3
Windows Vista Ultimate 64bit
FPSC X10 v109
Messenger
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Posted: 22nd May 2009 14:53
Hey how about a die animation when yuo shoot the character he stumbles backwards then forwards and lands on his face. just a suggestion...
Errant AI
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Posted: 22nd May 2009 15:14 Edited at: 22nd May 2009 15:15
I won't be adding any other death anims other than the headshot/KO anim which has already been added. This is in order to keep the memory footprint under control and because if ragdoll is added in migration any work on death anims would become 100% wasted space.

Nomad Soul, got your info, thanks.
Anomalous
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Posted: 23rd May 2009 06:17
oh,ok

Till The Migration Cometh...
Bugsy
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Posted: 23rd May 2009 07:03
A dazed/disoriented anim to play when tazed or flashbanged
Red Eye
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Posted: 23rd May 2009 11:40
Some ideas:

- throwing a spear
- eating
- eating crouched

Just a couple ideas,

Good luck mate,

Red Eye

Anomalous
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Posted: 23rd May 2009 14:51
hey so when will the new animations come out?

Till The Migration Cometh...
Roger Wilco
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Posted: 23rd May 2009 15:35
Don't know if this has been mentioned, or if it's possible to add in, but an animation of the character patching up would be nice. Sort of like how they did it in Left 4 Dead, just some gestures that makes it look like they're patching up.

A "running-away-and-screaming-like-a-schoolgirl" anim would be hilarious to see, but perhaps more fitting for the civilian set.

Paul112
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Posted: 23rd May 2009 18:26
It's nothing big, but as I remember from years ago making missions for Operation Flashpoint: Resistance, a press-up animation is excellent for soldier characters in training levels/base camp settings. Just a little idea for you

Paul

HKCrazy
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Posted: 30th May 2009 21:08 Edited at: 30th May 2009 21:11
Hey Errant, how about a tactical reload animation? I'm not sure about my terminology, but one where the character makes a motion to remove a mag from a pouch and flips the existing mag out of the gun and adds the new one in, in a single fluid motion. Hmn... That might not be so simple. Well, regardless, your work is positively some of the best I have seen.
Errant AI
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Posted: 30th May 2009 21:50 Edited at: 31st May 2009 18:30
Heyas,

I likely won't be adding any more animations to this particular animation set for states which involve weapons because the animation file is now very big and sort of unwieldy.

@ HKCrazy- the normal reload anim is already only a second or less in length so I don't think it would be a good use of animation space. (see explanation below)

@ those whose suggestions were brilliant but won't be added- Please consider that when ever an animation is added which can be used with a weapon, it needs to be duplicated five addtl. times for all of the weapon types or else things can break. I basically had a limit of 389 frames of new animations which could be added (389x6=2334 total frames of new animation) and I have reached that limit now. If I add anything else it would mean needing to add yet another 2334 frames of animation which IMO needlessly swells the character's memory footprint. I will however still tack on another 100 or so total frames of animations for unarmed/weapontype=0 use only which will be useful to designers in storytelling. All in all I'm pretty pleased with what I've been able to add considering I honestly thought I'd be adding just two or three new anims when I started!

Here is the current animation list. New anims are in ALLCAPS: (I am nearly completed testing animations and fixing minor glitches here and there with anim popping, etc. Soon I will add the last of the animations and have one last round of beta testing before finalizing meshes and release of characters and animation assets)




So, I've been testing and (feebly) scripting most of the evening and have a few cool test scripts! Some have problems maybe some of you can be kind enough to identify and help point me in the right directions or give me tips on how to make the scripts tidier...

The first one, they charge at you shooting and when close unleash a flurry of random melee attacks including a foreward strike, low strike and kick (door kick anim ). When they hit i use AirMod's camshake action. When they kick you it disarms you with the AirMod hideplrweapon action. I have an AirMod plrblocking=0 condition but haven't tested if it works right yet. The script mostly works ok and is pretty fun (a small group can really wreck you when they start kicking) but I haven't been able to make the shooting as fast as I want and when they shoot the bullets always go through me :S It also walks into corners and crap like an idiot:



The next one is for a chainsaw (equipped as weapon which can be picked up by the player- uses the minigun weapontype)

AI follows you around and it acts like the normal melee script mostly but tuned to be a little more responsive/agressive. Uses AirMod bloodsplash when you get hurt. It also has a chance for kicking/disarming you. The idle sound plays as long as your close enough and it revs when doing a saw lunge. I'm thinking I'll make the default behaviour like hes just standing there sawing something and only comes at you if hurt or something:



The third one (working on now) is for testing damage reactions and i hope i can add it to other scripts easily once working.

If hurts it rolls a die to see what ping to play and there is a chance for instant incapacitate(suspend,coloff). I want it to play one of the three normal flinches of damage more than 10 but only roll for critical or incapacitate if damage is higer than 20.

In the script I have has:

:shotdamage=20:sound=audiobankvoicesmaleland.wav,state=99
:shotdamage=10:sound=audiobankvoicesmaleland.wav,state=98

but it only rolls for the statement which comes first so i might have to lump them together which sort of blows. Next, I'll try to add something simple for the Ply'sMod weapon detection for when using the stungun on AI. Here's the script:



I hope to upload a video in a day or two so people can get a good look.
Plystire
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Posted: 31st May 2009 06:10
It has been my experience that unless you give the entity a target (something they should be shooting at) their accuracy will be the same as their view-cone.

Try having them target the player and see if that will fix your shooting issue.


The one and only,


Errant AI
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Posted: 31st May 2009 18:50
The crazy thing was that I could stand right in front of them while they are blastiing away and if I turn around I can see a nice, tight scorch group forming. I'll give that a try though.

I did manage to get my damage test script working pretty well. I was also able to add a couple Ply's Mod things which really help things along such as etimer and setanimspeed(An incredibly useful action!). Here's the working, finished (I think) damage script snippet:



The idea is that the above snippet can be dropped into any existing AI script so that the character will actually react to being shot in a visible way. It's pretty awesome when you rapid fire at them because they get stiched up- makes just shooting a guy A LOT more fun. The stungun and stunned state stuff are Ply's Mod dependent but self contained. You zap a guy with the stungun and they spasm-shake then go into a brief stunned state. When stunned they are vulnerable and very easy to finish-off.
Plystire
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Posted: 1st Jun 2009 00:26
Very nice script, Errant!

People who are not using Ply's Mod should comment out the stunned and dazed portions of the script. If the conditions to the line do not exist in the version of FPSC that you're using, it ASSUMES that they're true and will just jump over to the actions and continue on from there.


The one and only,


Errant AI
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Posted: 1st Jun 2009 10:27
Ah! OK, I will be sure to seperate the scripts then and default to versions which will not break in stock. Thanks for the heads-up; I was wrongly thinking that it would just ignore the whole line and not just ignore the specific conditions/actions. It likely wouldn't work as-is anyhow because I think the weapon path is likely a little different for users who have purchased weapons from GCS. Would be awesome if someone who has purchased the stungun can verify.

Plystire, can you confirm for me that the setanimspeed action can not be applied to anims played via incframe? I've tried a few different ways but can't pull it off. I'd like to have animations which play only one time but at a slower speed. Maybe there is a stock action for that which I am overlooking?
Bibo4PC
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Posted: 1st Jun 2009 11:11
amazing work
will this be published as a new mod, an update or open source to be embedded in other mods?


~Level my Dragon~[/url]
Best Wishes..
Red Eye
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Posted: 1st Jun 2009 11:42
@bibo4pc: ? this isnt a mod, but animationsaddons to a the normal animation, it works in the normal stock engine also.

Errant AI
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Posted: 1st Jun 2009 12:12 Edited at: 1st Jun 2009 12:16
Correct. This will be the sort of thing which will work in stock X9 and hopefully also X10 but be better with a mod and offer more flexibility to script-orientated users, in general.

Publishing will consist of:
A new media pack line with planned additions via GCS and other media packs.
The .BIP files released open-source so that other artists can use them or designers can possibly retro-fit older characters. It's a standard biped plus Firespot setup so it should be straightforward for others to use and load onto already rigged characters in Fragmotion, etc.

I've now finished adding/cleaning all of the new weapontype animations and will now proceed to weapontype=0 only anims.
Red Eye
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Posted: 1st Jun 2009 15:05
COOL, nice job till now keep it up

The Fps Creator rocks!
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Posted: 4th Jun 2009 02:39
I want a guy's feet to move in the air kinda like in HM: BM. You know, when you strangle him with the FW and when a guy is in the elevator.

I want a new computer!
The Aaron
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Posted: 4th Jun 2009 14:44 Edited at: 5th Jun 2009 08:07
100 messages!!!
sorry for the off topicness...
whenever you are ready could you upload some WIP vids to youtube?
sounds good so far, just wish that i could say that it looks good.
~Aaron

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