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FPSC Classic Models and Media / character animation number for getting shot or punched

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Pirate Myke
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Location: El Dorado, Ca
Posted: 18th Oct 2010 17:33 Edited at: 27th Oct 2010 22:44
I am doing some character modeling. I am trying to change the character hit animation for a custom character, Despite all attempts, It appears to just moveback a certain distance then return to idle animation. My question would be, is there an animation number associated with when a character is hit by a bullet or a melee strike? or does it just move backwards.
Thanks in advance.

EDIT: 10-27-2010
Added tutorial on info I found to accomplish this. See down load button.

script Code sample in this post.
Custom Hit and Death (WIP)
FPE character file



Main AI Script:



Custom Fadecorpse.fpi



Nothing but coffee in my veins

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anayar
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Posted: 18th Oct 2010 21:32
Pirate Myke
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Posted: 18th Oct 2010 22:00
Thank you,

Seen it and none were it. Character justs seems to move away from the player only at the zero position in the standard FPSC Character animations.

But thanks again

Nothing but coffee in my veins
Pirate Myke
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Posted: 26th Oct 2010 21:38 Edited at: 26th Oct 2010 21:49
By the number of views and the lack of response. it seems that more people need this information also.

Ok, with some references from a gentlemen named Erart and also references from Rolfy and Bond1:

you can have customized hit and death animations in the following manner: (Still new to this so dont hate.)

You need to use the healthless condition to detect the hit damage to the character in the main FPI script.

1. You will need to make the custom animations in your modeling program.

2. you will need to modify a character.FPE file to accomidate your custom animations.

3. You will need to customize the main.fpe script and the destroy.FPE script and add your custom animation frame stuff.

4. you will need to have show entity info option turned on in the preferences to debug your testing.

5 Have a new map with just a ground level in it and a couple of lights. No other entities except a weapon for you (use a melee one if you have or whichever you like, Just dont have a one shot kill to test) and the character you are trying to test.

6. The blank animation numbers that you plan to use as referenced from TGC animation template. Link below:
http://www.thegamecreators.com/?m=view_product&id=2001&page=AnimationTemplate

Look at a character for a character template.FPE file
Look for a main script from the scriptbank/people folder as an example.
I am modifying the fadecorpse.FPI script for my destroy script.

Both these scripts will have to be modified with your custom animations.

I am testing my scripts and refining my animation. Will post my script when testing is complete.

Another great reference from Bugsy. Worth reading.
http://forum.thegamecreators.com/?m=forum_view&t=175787&b=21

Thanks to all that helped with answers.

More to come.

Nothing but coffee in my veins
anayar
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Location: Minneapolis, MN
Posted: 26th Oct 2010 21:54
Nice step by step answer to your own problem Pirate Myke .... It will come in handy when I need some custom anims.

Would you be able to compile a short tutorial once you get everything worked out? It would be extremely helpful

Cheers,
Anayar


For KeithC
Pirate Myke
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Posted: 26th Oct 2010 21:58
Yes, once I get it worked out I will put up a tutorial.

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Bugsy
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Posted: 27th Oct 2010 01:53
thanks for putting up my AI tutorial, I'd suggest a shotdamage=x command for flinching though.

imageflock.com/img/1272671763.jpg[/img]
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Pirate Myke
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Posted: 27th Oct 2010 02:18
Thank you, I will check this out. I did notice the the healthless condition is a little laggy in response.

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Zwarte Piet
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Posted: 27th Oct 2010 02:32
Wow this thread is great I learned alot I didn't even know I wanted to know character stuff...lol. I might try to make one.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models"
Pirate Myke
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Posted: 27th Oct 2010 22:45
My findings and sample scripts in first post.

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Zwarte Piet
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Posted: 27th Oct 2010 23:07
Sweet, Thank You Pyrate Myke.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models"
Pirate Myke
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Posted: 27th Oct 2010 23:10
You are welcome, Take your time, It took me about eight days to get this far, Still lots of work in refinement to go. I sure the scripts will change. I dont like how it falls down at last death and then gets back up to do the death animation. Working through the scripting.

Nothing but coffee in my veins

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