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FPSC Classic Scripts / specific animation entity script question

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Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 19th Jun 2006 21:02 Edited at: 31st May 2011 18:15
Lets say yu have a basic entity, but it has an animation, and you want a single frame of it to be displayed. For example. I have a model and it's not nessecarily animated, but each frame is a different positions , and I wanted to make multiple fpe's that refer to the single frames of animation of the same model. What would I add to the fpe to achieve this?

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!

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Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 20th Jun 2006 17:57
ok, your gonna need at least two frames for each pose.

at the bottom of the fpe add


animax= **** (the number of poses)
anim1= 1,2 (where one and two are the first and last key frames of the pose)
anim2= 3,4 (where 3 and 4 are the first and last key frames of the pose)

DO this for every pose.

In the characters FPI, the command animate=1 will play anim1, animate=2 will play anim2 and so on.

I dont know what you want the FPI to do, so i cant help further, but i hope that helps a little...

"Guns for show, knives for a pro."
Disturbing 13
19
Years of Service
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 20th Jun 2006 21:04 Edited at: 31st May 2011 18:16
That's perfect Then. Techinically you can put the same frame twice and it works fine like this-
anim1= 1,1
anim2= 2,2 , ect
This was just so I didn't have multiple models for different poses to save on space. I could have achieved this with the idle animation but if a bone is marked 'head' it will rotate. Now people can apply this post to "I want the enemies to start off dead threads". I needed it for something else but there is an easy solution to that problem.

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!

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