View Full Version : "Animation/revert for index 328 is not define
Joonas
01-01-2003, 02:40 PM
...ned in character Cx_xxx_xxxxxx"
For example: C1_All_Johnny
I know these are the character models, but this error message pops up when trying to load a level, the model is always someone from that level. This error comes up when I try to use my combined Kung Fu 2.0 and Dual Weapons-mods. I tried to transfer Dual Desert Eagles to the Kun Fu-modification. I've now moved every file and I gave Eagles weapon IDs and characteranimid.h-file is also now filled up with "DUALDEAGLES"...
So, what am I doing wrong now?
I haven't changed ANYTHING about characters.
Pre-thanks.
images/icons/confused.gif
Maddieman
01-01-2003, 03:12 PM
I haven't changed ANYTHING about characters.
<font size="2" face="Verdana, Arial">That's your problem. images/icons/smile.gif
Each weapon has several character animations (shoot forwards, up, down, reload, etc).
Anim number 328 is a custom one, which I presume you've named as 'ShootDualDesertEageForwards' or something. Now you need to actually assign it to the characters.
You'll want to copy the animations from the dual beretta over, and apply them to the dual de.
This is where the revert commands come into their own. A revert is basically a "^what he said" command; i.e. if you've defined the shooting animation for the beretta, you can tell the engine to use the same animation and code for the dual de.
You only need to do this in the default_skeleton.txt and the pigrat_skeleton.txt (the rats need to be changed to keep up compatibility), but put a few reverts with the other ones.
Instead of retyping the information, I'll point you towards a step by step tutorial that explains how to add weapons - you're nearly there, you just need to add the final touches. If anything, it might help you to understand what you're actually doing which will be more useful than just getting it working, in the long run.
Heres the tutorial:
http://www.geocities.com/ashivji_css/max_payne_weapon_tutorial.html
It's for adding a new type of desert eagle, so you should find easy enough to adjust (just make sure the important code from the dual DE remains intact).
You'll get there in the end. graemlins/hhg.gif
[ 01-01-2003, 03:17 PM: Message edited by: Maddieman ]
Joonas
01-01-2003, 03:21 PM
Thanks. You're the best.
... but I don't know how to take Dual Beretta's animations....
Maddieman
01-01-2003, 07:57 PM
I mean in the scripts - it's a cut and paste job.
Copy all of the code related to the dual beretta animations, paste them, and rename them for dual desert eagles.
It's a bit late here though - I'll clarify in morning - if necessary.
Joonas
01-02-2003, 03:05 PM
It's in the topic... ^up^
In subway, P1 C1
Transit cop
Joonas
01-02-2003, 03:08 PM
It's always index 328.
Maddieman
01-02-2003, 05:10 PM
Hmm...
Ok, try the tutorial level. In theory, you should get the same error, but the enemy will be c1_all_johnny. If this is the case then the error is most likely to be in the default_skeleton.txt.
Open characteranimid.h, and find out which animation has been assigned the id 328 - it's bound to be either ShootKungfu or ShootDesertEagleDual.
Then open the default skeleton.txt and search for both shootkungfu, and ShootDesertEagleDual (or whatever you called the animation). If they don't exist, then you need to make the animations, like the tutorial outlines.
Example:
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> [Animation] Index = CHARANIM_SHOOTDESERTEAGLEDUAL; Filename = anim\shootberettadual.kf2;
[Properties]
{
[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_GRIN_ID "," FACETEXTURE_SHOOTGRINTIME ");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
[Message] Frame = 3; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound ( weapons, shoot_deserteagle, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->PS_StartEffect ( Muzzle_deserteagle, \"\" );";
[Message] Frame = 8; String = "LeftHandWeapon->A_Play3DSound ( weapons, shoot_deserteagle, \"\");";
[Message] Frame = 8; String = "LeftHandWeapon->PS_StartEffect ( Muzzle_deserteagle, \"\" );";
}
[/code]</blockquote><font size="2" face="Verdana, Arial">Then check to see if the reload animations have been defined as well.
Joonas
01-03-2003, 12:17 AM
Now, I have do the scripting with the defaul_skeleton-file but still it errors me about some character...
Maddieman
01-03-2003, 12:46 AM
Hmm...I'll need to know the error and the animation it's pointing to.
Joonas
01-03-2003, 09:00 AM
Trying that....
And by the way,
what is that VERBOSE <insert name here>-file?
Joonas
01-03-2003, 09:09 AM
#328 does not exist at all... images/icons/shocked.gif
Joonas
01-03-2003, 02:44 PM
I know now. The characteranimid.h-file.
The IDs are listed, right? Well, there are many "holes" that I need to fill up... after I "named" some moves to 328 it started working, but I have to fill ALL the holes... images/icons/grin.gif
Maddieman
01-03-2003, 03:34 PM
Erm..Might I suggest starting from scratch? I'd unpack kung fu again, and then using the tutorial that I linked to, add the new desert eagle. Then all you have to do is change it to a dual desert eagle (which will probably be quite easy).
Joonas
01-03-2003, 04:00 PM
So... now it loads about 90 % of the tutorial and then... just shuts down.... NO error message... strange... images/icons/confused.gif images/icons/shocked.gif images/icons/frown.gif images/icons/blush.gif images/icons/mad.gif
Maddieman
01-03-2003, 04:06 PM
What exactly did you do?
Maddieman
01-04-2003, 12:14 AM
graemlins/doh.gif graemlins/doh.gif graemlins/doh.gif
/me dies. graemlins/tinyted.gif
.
.
.
I'll figure this out in the morning. In the meantime check all of the .h files in your mod - you must have declared the 328 animation in one of them. If it exists then either delete it, or make sure that it's referenced in the other files where appropriate.
Joonas
01-04-2003, 05:53 PM
Like this.
Previous:
#define blaah_blaah 1
#define blaah_blaah2 2
#define blaah_blööh 4
#define blääh_blabebi 5
Is now:
#define blaah_blaah 1
#define blaah_blaah2 2
#define blaah_blööh 3
#define blääh_blabebi 4
Something like that. I'm not sure anymore what to do? images/icons/confused.gif
[ 01-04-2003, 05:57 PM: Message edited by: Joonas ]
Joonas
01-05-2003, 01:15 PM
OK., I started over.
... still having problems.
(That is a hint: "ask!")
images/icons/wink.gif
Maddieman
01-05-2003, 03:15 PM
Still can't get this to work, huh?
What have you done so far, and what went wrong this time?
Joonas
01-05-2003, 04:33 PM
Well, I follow the guide you gave me, except that I was going to make a DUALDEAGLE-weapon.
So I did everything with that. I took the dualdeagle.txt from Dual Weapons to the weapons-directory. The dualdeagle-folder too.
... the hud-text-files, original and alpha... both I moved to the Hud\Bitmaps\Weapons-folder...
.... HELP! Ask something. It's the easiest way for me. images/icons/frown.gif
Maddieman
01-05-2003, 04:50 PM
What goes wrong when you try to run the game?
Does it give you an error, or does it mysteriously quit with no reason? graemlins/tinyted.gif
If you copied the hud.txt file over, then wouldn't that wipe the original with the kung fu?
Joonas
01-05-2003, 05:19 PM
No. I didn't owerwrite it. You ahve to wait a little to get the error message. I'm busy now.
It complains about defaul_skeleton.txt-file; SHOOTHIGHDUALDEAGLE
images/icons/confused.gif
vBulletin® v3.8.0 Beta 3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.