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FPSC Classic Scripts / How on earth!?

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5dollar Love You Loooong Time
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Posted: 3rd Nov 2007 23:57
Okay, so im just using a example of the "sitting" animation because thats what is most commonly used.. The sitting animation script says: "animate=10" wich is supposed to point to the fpe, making the sitting animation, number 10.. BUT.. in the fpe file of the character.. the sitting animation is number 57 (anim57 = 160,189) how is animate=10 the same as anim57? Knowing this whould probaly solve alot for me!
Thanks!
5$ love you looooong time!
Plystire
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Location: Staring into the digital ether
Posted: 4th Nov 2007 06:27
Are you absolutely sure that those frames make the entity look like it's sitting? Did you try both of them in game to see which one would be which?


The one and only,
~PlystirE~

5dollar Love You Loooong Time
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Posted: 4th Nov 2007 11:24
Yes, im totally certian.. Let me show you with a few quotes..
This one is from the sitting script:

Quote: "
;Artificial Intelligence Script
; by Jordan Siddall

;Header

desc = Sitting

;Triggers

:state=0:animate=10,state=1
:state=1:setframe=1
;End of Script
"

and this script works perfectly.. then, a quote from a file to learn you how to script a fpi, dont know who wrote it.. but its excellent..:
Quote: "
No. Animation Start End

0 = Spawn 190, 209
1 = Idle 210, 234
2 = Move Slow 235, 259
3 = Strafe Left 260, 279
4 = Strafe Right 280, 299
5 = Move Fast 300, 318
6 = Reload Weapon (or Toss) 319, 355
10 = Climb 160, 189
11 = Impact Front 0, 19
"

Now all this is still great and all.. but in the fpe file of the characters, there is no animation 10.. and the only animation going from 160 to 189 is animation 57! I dont get it!
The fpe file of a character:
Quote: "
;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,189
anim11 = 0,19
anim12 = 20,39
anim13 = 493,522
anim14 = 40,59
anim15 = 60,79
anim16 = 523,552
anim17 = 120,139
anim18 = 140,159
anim20 = 80,99
anim21 = 100,119
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,189
anim61 = 0,19
anim62 = 20,39
anim63 = 822,911
anim64 = 40,59
anim65 = 60,79
anim66 = 912,941
anim67 = 120,139
anim68 = 140,159
anim70 = 80,99
anim71 = 100,119
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881
"


5$ love you loooong time!
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 5th Nov 2007 00:13
5dollar Love You Loooong Time,

Welcome to the FPSC forum.

Back when FPSC was originally released, as the Early Adopter version, it utilized ladders. That's what anim10 was used for...allowing entities to appear to climb.

Because ladders were pulled from FPSC V1.x, anim10 was removed from the .fpe lineup. The animations still remain within the .x files, however. TGC just left the option as anim57, that's all. Same animation.

Thanks,

Seth Black


Own It, Or Get Owned...
rolfy
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Posted: 5th Nov 2007 02:26
Animations 50-100 are same as 0-50 but are in weapon positions.

5dollar Love You Loooong Time
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Posted: 5th Nov 2007 10:18
@seth black
Thanks man. But, still.. i dont get it.. Animation 10 does not exist in the characters x-files (And i dont mean the mini series "x-files") yet, the sitting script points to animation 10.. and the sitting script works!?
Thanks!
Butter fingers
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Posted: 6th Nov 2007 02:06
Didn't you read rolfy's post.

If your character has no weapon, it will use the animations from
1-50.

for example, if it has no gun and is running it will use animation 5.

if you put animate=5 into a script for a character it will use whatever is specified in anim5 of the FPE.

if that same character has a weapon, and you tell it to animate=5, it will use the animation specified in anim55 of the FPE.

Although anim10 is the running animation, if your character has a weapon, running animate=10 will default it to run anim57.

make sense?

Plystire
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Posted: 6th Nov 2007 06:58
Consider this one guys...

animate=10 still works, yet anim10 and anim60 are not part of the character's .fpe

Are you saying that it is hard coded into the engine that if someone wants to use animation 10, it will change it to animation 7 or animation 57?




The one and only,
~PlystirE~

rolfy
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Posted: 6th Nov 2007 11:06 Edited at: 6th Nov 2007 11:23
Dont know about anim57 being called,the engine must change the anim call to whatever the appropriate weapon holding position would be,not necessarily 10=60 or 7=57.Would depend on whether a pistol or rifle is held.
I do know that anims over 50 are weapon holding positions.Anim10 is still there because its still in the biped animations,so can be called,I dont know which frames would suit climbing with a weapon.

Might be interesting to use a simple anmate script and run through them all from 0-100 just to see what the missing anims are.
eg. whats 8 and 9?

I think some anims have been removed from the fpe because they wouldn't work well if character was armed.

Plystire
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Posted: 7th Nov 2007 01:14
Well, it looks to me like anim 7 and 57 are using the exact same frames of animation... so... logically they are matched with each other. And, I would make a huge assumption that the rest are matched up as well. The latter being animations for armed characters.

And I don't think it matters what weapon the character is holding (except a grenade type weapon), because the animations look the same to me whether they are using a pistol or an assault rifle.


The one and only,
~PlystirE~

5dollar Love You Loooong Time
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Posted: 7th Nov 2007 17:15
Yes! Exactly!! And still, all i can say is: How on earth! Some things just dont make THAT much sense.. Its like if you ask something in your highschool math class, and you get an awnser, and you ask why, and the teacher says: Cause I say so!!!
Conjured Entertainment
AGK Developer
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Posted: 7th Nov 2007 17:37 Edited at: 7th Nov 2007 17:50
Quote: "you ask why, and the teacher says: Cause I say so"

Yes, acceptance young Jedi.
The force is mysterious and powerful.
If it works, then don't ask why, just be glad it works.
Use the force, even if you don't understand it.

Seriously though...
Butterfingers gave you the reason why, and keep in mind that the final product was different that was was intially planned.
In other words, changes were made in the functionality during development.
So, there may be a few things in there that don't make sense.
The release of v1 was rushed (by popular demand) and it would have taken a lot longer if they had to go back and clean all the code to make it perfect.
If it is in there, then Lee had a reason for it. (at one point or another)
I wouldn't worry about so much if I were you, because its not like it is causing a problem. Is it?

Why do you park your car in a Driveway and drive it on a Parkway?
Remember that you are on Earth, and not everything here makes sense.
That's just the way of these Humans.

Don't forget to visit Conjured Entertainment

5dollar Love You Loooong Time
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Posted: 7th Nov 2007 22:22 Edited at: 7th Nov 2007 22:24
Caution: (Yoda talk ahead)
Talking about the force, are you, hmm!? Then you, right conjured entertainment, must be. Youre right it causes me any problems not, to understand meshes with multiple animations except confusion with trying. Of those systems where 4 means 6 and 8 means 2 it looks like one, you know! Ahh.. Well, thanks alot anyway! With multiple animations in my game im dodging meshes! Devised a master plan, have I!! Mwahahaha!! (evil laugh).

Safe to read.. (non-yoda talk version):
Are you talking about the force!? Then you must be right Conjured Entertainment. Youre right it doesn't cause me any problems, except confusion with trying to understand meshes with multiple animations. it looks like one of those systems where 4 means 6 and 8 means 2, you know! ahh.. well, thanks alot anyway! Im dodging meshes with multiple animations in my game! I have devised a master plan!! MWAHAHAHA!! (Evil laugh)


Oh.. i love yoda talk!
i love the yoda talk converter!!
http://www.yodaspeak.co.uk/index.php
thanks for the help guys!
See ya!
5$ love you loooooong time!![u][/u]
Plystire
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Posted: 7th Nov 2007 22:35
Quote: "the teacher says: Cause I say so!!!"


Dead serious, guys! I asked my Circuit Analysis teacher one day "Why is electricity attracted to ground?" And that was PRETTY much the answer I got from her. And everyone else just said "Well, we KNOW it does so just accept it!"

Well, guess what! Some times people don't WANT to accept it, they want to know WHY!


The one and only,
~PlystirE~

5dollar Love You Loooong Time
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Posted: 8th Nov 2007 15:34
YAY!!! Whith Plystire around, I'm not alone!! I hate that awnser.. I think its just a cover up for people who should know, but dont.. otherwise they say: "its alot to explain" or "you will never understand" (<-and this awnser totally breaks courage to ever ask again!!) (You wont even ask a girl to marry you! To scared of questions!! You'll wait till she asks you! LOL!! )
Plystire
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Posted: 9th Nov 2007 00:49
If a college professor ever told me that I "would never understand"... I would probably blow up in their faces. And you're right, it's just an excuse for teachers who SHOULD know the answer but don't.


The one and only,
~PlystirE~

5dollar Love You Loooong Time
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Posted: 9th Nov 2007 16:26
Haha.. The age has come where you need to take weapons to school,or collage or everywhere just to get a descent awnser!!

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