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Akari
01-05-2003, 04:44 PM
Hey. I know the game has two shotgun death animations, but is there a way to add more? Thanks!

william ford
01-05-2003, 10:07 PM
Umm this may seem pretty obvious...make some more? Go into milkshape or 3dsmax what eva its done in(im only a mapper so i don't know). Then add it to the shotgun death thingys to the txt file(if u know the game has 2 animations u probably know which one it is) I couldn't really be bothered finding it right now, maybe maddieman or tom will answer your question?

Maddieman
01-06-2003, 05:57 AM
I answered this last night on msn; but for everyone else there is no known way to create new animation blocks - two is your limit.

However, if you're feeling crafty, you'll notice that there are also both two more shotgun animation deaths for the wounded, and two-handed weapon states; plus another two for them combined - that's eight animations in total - per character.

tommulder
01-06-2003, 11:17 AM
well mr.ford mentioned me so i better put an answer aswell...

check through the characters animation set, looking in characteranim.h and the actual characters file, for example C7_All_killersuit.txt and you should find a block reading "modifiers"

CHARANIM_2_CUSTOMIDLE2 this is one reference. Change this to your custom death by shotgun animation and then link this to the weapons no death anim properties - change it to the CHARANIM_2_CUSTOMIDLE2 reference.

This really only works for a new shotgun, but i had to suggest an alternative to maddieman didnt i? images/icons/tongue.gif

Maddieman
01-06-2003, 01:31 PM
and then link this to the weapons no death anim properties - change it to the CHARANIM_2_CUSTOMIDLE2 reference.

<font size="2" face="Verdana, Arial">...............HOW?

Have you tried it? Does it work? No?

Either you have naively stumbled upon some genius method of creating new death animations - that neither myself or Ken ever found out through extensive testing; or you're just randomly guessing.

I've tried to create new projectile death animations before - they don't work. You can't do it.

Damnit - I'm still going to check it out though... images/icons/tongue.gif

HairlessWookie
01-06-2003, 02:48 PM
The only one that I've been able to implement is projectiledeath custom. In projectileanimid.h there are the definitions for each projectile death. Random = 0 shotgun = 1 and burning = 2.
You can add this undernieth:
#define PROJECTILEDEATH_custom 3
Then in the projectile's txt file at the bottom for death cause add projectiledeath_custom and it will use the 2 customdeath animations in the skeleton txt file. Im assuming that you can also use this format in your projectile txt file:
death cause= 3

tommulder
01-06-2003, 03:36 PM
hehe mebbe im a genius! who knows!!!


not me images/icons/tongue.gif it was an educated guesimation tho. and you managed to find something out of it though so i think that wasnt bad for me, seeming as how i've moved to mapping now!

hehe go me! images/icons/tongue.gif

Maddieman
01-06-2003, 04:45 PM
Such a pity it doesn't work though.

EDIT: Whoa, wait a sec - I missed Wookie's post...lemme check....

EDIT2: That doesn't work either. graemlins/doh.gif

I remember trying to implement my own animation block with the very same method you described, except I was creating a brand new animation. The game didn't crash as such, but instead what happend was that it played the projectile animation of the previous weapon the player was using. For example, if you set them on fire with a molotov, and then shot them with the modified beretta projectile; the character would get set on fire, as if the burning death had been triggered.

Wookie, I find it hard to belive that you got it working, but I still haven't got round to downloading lightsabre. Nevertheless, I'll give that customdeath thing you mentioned another shot.

The problem, as far as I can tell, is that while you can define new projectile death animations in the projectileanim.h file; there is no way to link them with the charanim_death animations.

[ 01-06-2003, 05:15 PM: Message edited by: Maddieman ]