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FPSC Classic Scripts / Alternate die animations???

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The Aaron
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Joined: 31st Dec 2008
Location: American High School
Posted: 1st Mar 2009 07:33
I was wondering whether it would be possible to have in a character's fpe to have it say like if you shoot bone one then play animation frames 34 through 56? so you could have it so that you could shoot someone in the head and he will display a different die animation than if he were shot in the chest?
If so it would be cool to have Bond1's characters have custom die animations.
Thanks,
~Aaron

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Silent hippo 1
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Location: Where you least expect it
Posted: 2nd Mar 2009 19:29
Well, to the extant of my knowledge, either sort of yes, or no. It could be possible to make a dying animation using the current frame setup in the characters, but my guess it wouldn't look that nice. If you want to make a whole new animation, you would need to edit the current dying animations set up in the character file itself. That would take lots of time, lots of money, and lots of experience in that field
Taterx11
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Posted: 2nd Mar 2009 21:13
This brings me to ask, does anyone have custom die animations, most characters fall into a T shape when they die, does anyone have a more natural fall like an arm draped over the characters chest or sprawled out? Because im sick of the defualt unnatural 1996 ish fall animation.

Bob Dole sent me, he wants coffee.
Nomad Soul
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 3rd Mar 2009 01:52
Check John Fletcher's Civilian Soldiers in the store.

They come with custom animations.
The Aaron
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Joined: 31st Dec 2008
Location: American High School
Posted: 3rd Mar 2009 11:08
Well... Thanks for responding,
it might be easier to have two dying animations one normal dying animation like the stock media and one for if the character gets shot in the head.But my question kinda was to ask whether is it possible to have a fpi for the character to say if you hit bone four (or any other bone) play a different animation.

~Aaron

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X10 User
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Joined: 21st Jan 2009
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Posted: 5th Mar 2009 00:55
like the post said yes and know

you can call different fpi's to be run by designating it in the aimain of the character

eg :state=1:runfpi=die1.fpi
:state=2:runfpi=die2.fpi

all you need to do then is to work out how to recognise the hits because as far as i know theres only headshot reconigtion in v115 and above and then you have to change the init fpi to appearwithheadshot.fpi so i think to have it detect on a per bone basis would take source code alteration as theres no fpi syntax for it

- Why is everyone on here so rude? -

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