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FPSC Classic Models and Media / Errant AI Guns - Melee Strike Animations in Action! (Screenshots and Video)

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A r e n a s
16
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Joined: 9th Jun 2008
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Posted: 2nd Dec 2009 22:31
Well the animation limits are given in the gunspec, you can play a guns animation by adding it to the guns script (can be done with PB) and then what needs to be done is that animation must be played and while it is playing X = 1, characters have an always condition and when X = 1 and the character is within Y damage will be dealt, i can also add that condition in with all objects which use the default script.

DarkFrost
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Location: ON, Canada
Posted: 3rd Dec 2009 01:37
Good too see whats going on here. I love the new (in my opinion major) additions you have been displaying in this thread kravenwolf. Good too see FPS Creator just continues to grow, whether its new models, scripts or this. Keep it up!


Errant AI
18
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Joined: 24th Aug 2006
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Posted: 3rd Dec 2009 14:40
Quote: "Well the animation limits are given in the gunspec, you can play a guns animation by adding it to the guns script (can be done with PB) and then what needs to be done is that animation must be played and while it is playing X = 1, characters have an always condition and when X = 1 and the character is within Y damage will be dealt, i can also add that condition in with all objects which use the default script."


You'll find it very difficult to get 50% of the satisfaction in PB. I don't say that easily, as a die-hard PBUM fan!

Hockeykid has added the proper support and code where it needs to be to get gun melee working as one would logically expect it to work. There are several hurdles to getting this working in PBUM due to raycasting needs and the need for these animations to have priority over the hardcoded gun anims such as "move", the ability of the melee attack to not leave a scorch mark should also not be undervalued. The way Fenix has it, you can hit anything you like with the melee attack and it works as one would expect it to.
A r e n a s
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Posted: 3rd Dec 2009 17:46
Well perhaps PB will make this easier by adding in these things into the mod. Im not really a proper PB fan because i support my own mod and not so much PB. I just like scripting as is it is all i can do to improve game performance (dont know DB Pro well enough). If i dont find a way to do it via scripts (PB just happens to have the largest reservoir of conditions and actions) then i cant get it in my game.

Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
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Posted: 5th Dec 2009 02:56
Quote: "Hockeykid has added the proper support and code where it needs to be to get gun melee working as one would logically expect it to work. There are several hurdles to getting this working in PBUM due to raycasting needs and the need for these animations to have priority over the hardcoded gun anims such as "move", the ability of the melee attack to not leave a scorch mark should also not be undervalued. The way Fenix has it, you can hit anything you like with the melee attack and it works as one would expect it to."


Yes this is correct in Project Blue things would occur such as being able to melee someone thats 100 feet away.

Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 5th Dec 2009 04:26
You got the whole slide lock thing to work properly? Can you also make it so the gun plays tactical reload animations when there are still rounds in the magazine? That would be so awesome

Really great work here buddy. Keep it up!

Hockeykid
DBPro Tool Maker
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Posted: 5th Dec 2009 04:34
Quote: "Can you also make it so the gun plays tactical reload animations when there are still rounds in the magazine? That would be so awesome "


Yeah thats my next feature after the one i'm currently adding support for.

A r e n a s
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Posted: 5th Dec 2009 07:41
Quote: "Yes this is correct in Project Blue things would occur such as being able to melee someone thats 100 feet away."


What I am planning to do is have a condition in both the gun and the character. The characters is true if the player is within 60 and the guns has a variable set to 1 if it is meeleing (and so the second characters is true if it equals 1).

Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
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Posted: 5th Dec 2009 07:45
Quote: "What I am planning to do is have a condition in both the gun and the character. The characters is true if the player is within 60 and the guns has a variable set to 1 if it is meeleing (and so the second characters is true if it equals 1)."


Ok but like I said they're is more road bumps without hard coding it heres another to throw at you. Damage, its going to do the damage that the gun is set to, it will destroy the point of ammo.

Not bashing you but just trying to prove a point .

Errant AI
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Joined: 24th Aug 2006
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Posted: 5th Dec 2009 16:49
Quote: "Ok but like I said they're is more road bumps without hard coding it heres another to throw at you. Damage, its going to do the damage that the gun is set to, it will destroy the point of ammo."


Damage and range are not so big of hurdles if the designer is willing to fore-go the ability to melee anything at any time. IMO, the key thing which requires hardcoding is animation priority. Without it, a custom animation can be interrupted by zooming, reloading or simply moving while the animation is playing. The Fenix implementation is simply going to be smoother, more flexible and less hassle. It's bittersweet to me because I love seeing this but Ply's variable system is like crack to me LOL. I'll still make use of the melee animations but there won't be anywhere near the same level of freedom with it as Fenix will be offering.

Arenas, If your dedicated to getting a melee system working in PB, I strongly recommend first concentrating on animation playback and test the crap out of it because that is what will make it or break it.
A r e n a s
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Posted: 5th Dec 2009 18:35
The only thing i plan to use the gun for is playing the animation of the meele when 'F' is pressed and setting the variable 'meeleactive' to one while the animation is playing. After that the charactor just checks to see if the meeleactive = 1 and plrdistwithin = 40 then it will decrease the health of the entity by X. It is a very simple idea with very few things that could go wrong. To avoid animation collisions i will set a universal state which checks for reloads, fireing and running. It will halt these while meele plays.

The only thing is that i need to get my hands on a copy of the default script for weapons. Does anyone know where i can find it.

Trendo mafija
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Joined: 12th Jun 2008
Location: in my room...
Posted: 6th Dec 2009 19:22
The videos are wonderful but one question: From where we can get this weapon model pack?
Thank's a lot.
Aaagreen
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Location: City 17
Posted: 6th Dec 2009 19:24
It isn't a model pack. Get them from the TGC store.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.

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