Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Custom Headshot Animations

Author
Message
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 17:44 Edited at: 13th Jun 2009 18:02
Hey guys & gals,

Here are a couple videos of what I have been working on lately.

I made a couple scripts to help determine when a character is killed with a headshot, and that works ok.

So, then I made a custom animation and added it to the stock boneset. (see attached video)

However I am having a few problems and would like to hear any suggestions from those who have been successful with custom animations in FPSC.

Here are my problems...

1) My animation only works if the character is unarmed.
That doesn't make sense to me, because I am calling the animated state directly in the destroy script.

2) How do I get rid of the fall down when the destroy script is called?
It seems the engine knocks the character down when it calls the destroy script, and I need to get rid of that.


See the attached video in the following post for in game action of this animation, and its fall down issue...

Thanks in advance for your help.

Attachments

Login to view attachments
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 17:51
Here is the in-game video...

Attachments

Login to view attachments
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 17:56
I didn't realize that video above was over 6mb.

Here is a lower resolution for those on dial up...

Attachments

Login to view attachments
djmaster
User Banned
Posted: 13th Jun 2009 18:02
Lol looks like his head peeled off.Looks nice,then with Airmod you can do bloodspurt from head

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 18:09 Edited at: 13th Jun 2009 18:13
Quote: "with Airmod you can do bloodspurt "

I don't use MODs, but maybe I will play around with some of them soon.
I may start running a modded engine on my laptop so it will not cause a conflict with my stock stuff. (separate script compatibility)


Quote: "Lol looks like his head peeled off"

Yeah, I tried to make it simple for testing purposes.
No point in being elaborate with the animations if I can't get them working proper in game, right?

Quote: "Looks nice"

Thanks,

I may have to settle with the head flopping off after he goes down, since it does the falldown thing.
Then I won't know whether he flopped forward or back, so I will have to make the head flop to the sides.
That way I could start it in the down position instead of up and avoid the #2 issue.

EDIT
I didn't think about how graphic this is until after I had posted it, so if it is too over the top then I opologize if it has to come down.
I just really need help on this because having proper headshot effects is critical for my current project.

Seth Black
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 13th Jun 2009 18:20 Edited at: 13th Jun 2009 18:22
...wow. That's a nice effect.

(I don't have FPSC installed on this machine, so I'm just taking a stab in the dark)

Couldn't you omit the fall down portion of your animation,
so that the redundancy doesn't exist ingame, when the destroy script kicks in?

Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Jun 2009 18:20 Edited at: 13th Jun 2009 18:21
Quote: "1) My animation only works if the character is unarmed.
That doesn't make sense to me, because I am calling the animated state directly in the destroy script.

2) How do I get rid of the fall down when the destroy script is called?
It seems the engine knocks the character down when it calls the destroy script, and I need to get rid of that."


Didn't check the vid but from what I've learned:

1. You need to repeat the animation 5 more times offset by 389 frames due to how FPSC is hardcoded to index weapontype 0-5 animations (you only need specify the framerange for unarmed in the FPE).

2. It may require your weapons are only weapontype=1 to avoid knockdown. You should not use the stock damage calculation for headshot. Intead check for headshot then play the animation and upon end use suspend and coloff in your main script to kill the character rather than relying on a normal death script.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 18:35 Edited at: 13th Jun 2009 19:19
Quote: "Couldn't you omit the fall down portion of your animation,
so that the redundancy doesn't exist ingame, when the destroy script kicks in?"

Yeah, you are right Seth.
I need to start it out with him on the ground and just have the head spill it stuff on the floor.
I was hoping for the direct hit effect, but oh well.
Maybe I will just make it lay there until the player gets close before setting off the brain spill thingy.
I would need a timer then though so I could suspend the thing in case they went the other way.

Quote: "Didn't check the vid but from what I've learned:

1. You need to repeat the animation 5 more times offset by 389 frames due to how FPSC is hardcoded to index weapontype 0-5 animations (you only need specify the framerange for unarmed in the FPE).

2. It may require your weapons are only weapontype=1 to avoid knockdown. You should not use the stock damage calculation for headshot. Intead check for headshot then play the animation and upon end use suspend and coloff in your main script to kill the character rather than relying on a normal death script. "

These are the detailed answers I was looking for.
THANKS!!!

Quote: "Intead check for headshot then play the animation and upon end use suspend and coloff in your main script to kill the character rather than relying on a normal death script."

I thought about avoiding the destroy script, and I will probably try it, but I'm not sure it will work the way I scripted it.
The weapontype=1 to avoid the knockdown is fantastic info though, and that should be great.

Quote: "You need to repeat the animation 5 more times offset by 389 frames due to how FPSC is hardcoded to index weapontype 0-5 animations"

This animation goes from 2499 to 2530 and I call it as 2499,2529

Offset by 389???

So, each one begins 389 frames from the other ones start?
So, I am allowing 389 frames for each set of 5 animations?

2499,2529
2888,2918
3277,3307
3666,3696
4055,4085
4444,4474

Is that what you mean?

Thanks

Edit
The weapontype change did not work to prevent a knockdown.

I cannot detect the headshot other than the destroy script, because the headshot is hard coded to call the destroy. (that causes the knockdown)
If the destroy scripts had the knockdown animation rather than it being hard coded, then we could have custom death animations.
The only way I see it now is to maybe have his head come apart after he is already down.
That is not the effect I was after, but it would still give me a half headed corpse with the other pieces scattered around.

Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Jun 2009 21:43
Quote: "The weapontype change did not work to prevent a knockdown."


My bad- was in a hurry. I meant damagetype=1
However, there might not be a workaround since your dealing with a destroy script.

Quote: "Is that what you mean?"


Yep. Exactly.

Say your animation is anim101...

You have the animations in the model at:
2499,2529 (wt0)
2888,2918 (wt1)
3277,3307 (wt2)
3666,3696 (wt3)
4055,4085 (wt4)
4444,4474 (wt5)

and specify in char. FPE

anim101 = 2499,2529
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jun 2009 23:24 Edited at: 13th Jun 2009 23:25
Quote: "Yep. Exactly."

Cool man, thanks.
I didn't want to start on those others until I was sure that I understood you correctly.
I owe you one.

I'll try that now and see what happens.
I should use a different animation though, so I can start it in the down position.
No sense in making 5 more instances of an animation that is no good.
I might go ahead and do this one anyway though, just to speed up the test.
Thanks again

Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Jun 2009 23:51
Quote: "I might go ahead and do this one anyway though, just to speed up the test.
Thanks again"


No prob. For testing you can always feed the FPE a bogus framerange value which when FPSC does the math it will add up where the actual anim is.

ex. if your anim101 is at:
2499,2529

but you want to try weapontype=2 shotgun pose...

2499,2529
-(2x389)

to get

anim101 = 1721,1751 (I think)
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 14th Jun 2009 00:05 Edited at: 14th Jun 2009 00:15
You don't actually need to repeat the animation frames unless you want to, just apply an offset to the animation index number in the script, depending on the weapon held. The index in the fpe should stay the same.

See my BOSS COMMANDO for details. That's how I was able to get him to morph from a melee character to a pistol holding character midway through the fight. Just compare the animation indexes in the script to the ones in the fpe file to see how it's done. I think I had to offset the index by 50 for a pistol, I'm pretty sure.

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 14th Jun 2009 01:11 Edited at: 14th Jun 2009 04:03
Quote: "You don't actually need to repeat the animation frames unless you want to, just apply an offset to the animation index number in the script, depending on the weapon held. The index in the fpe should stay the same.

See my BOSS COMMANDO for details."

Thanks Bond

I'll try that, because the 389 offset didn't work. (maybe I am doing something wrong)

Here is the really wierd part...
I made two scripts for this effect and they work.
So I copied those and changed the variable used.
Then I made two instances of my newly animated character.
Gave each one a different name and the different scripts so they would not conflict.
However, each one works fine when I do them first, but then when I shoot the other one, it doesn't do it.
I'm not sure what Lee has going on in there for headshots, but I am getting really strange results.

I'll look at the Boss Commando Bond, thanks.

I may just have to set my characters up for headshot only kills and play the animation without a check.
That way the destroy script will call this regardless, since the only way to get there will be by headshot.
I want this for zombies anyway so I may be able to work this out for them, but it would have been nice to have it on other characters too.

Thanks

Edit
I looked at the Boss Commando's FPE, AI MAIN, and Destroy script.
Conclusion: I am totally confused by what you mean offset 50.
I only saw you calling animation 58 & 59 but the FPE doesn't even declare an animation 58 or 59, so I am confused as to what you mean.

Do you mean that is calls your animation 108 and 109 when you say 58 or 59 in the destroy script?


I'll just trial and error this until you have enough free time to help me more, because his animations are impressive.
It looks as if you totally rebuilt them instead of building on the stock ones. (very nice)
I know you are to busy to explain this in detail, but thanks for steering me in the right direction.
I'm going to see if I can work out the multiple character problem and just use this for zombies, since I know they will be unarmed. (except in 'Battle of the Dead')

Login to post a reply

Server time is: 2025-06-04 17:51:32
Your offset time is: 2025-06-04 17:51:32