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Inuyasha4
01-05-2004, 06:38 AM
I want to have it so in my level I am Vlad instead of Max.
I changed the player starting skin to Vlad(which I think was "S_vladmirlem") in the level.txt.
When I went to start the level it said, Exception charater "S_vladimrlem" capsule is too small for the camera sphere.

How do I fix that? http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

Akari
01-05-2004, 07:27 AM
add this to the skins txt file

I mean relpace this part with this:

// --------------------------------------------------------
// MaxPayne
// --------------------------------------------------------

#include <..\ai_ranges.h>
#include <..\targetid.h>
#include <..\weaponanimid.h>
#include <Male_Player.h>
#include <..\voiceEvents_Max.h>

[AI]
IdleTimeout = 10; // seconds
AimingSpeed = 250; // degrees/second;
HeadTurningSpeed = 500; // degrees/second;
TriggerHappinessAngle = 20; // degrees, can start shooting when aiming is inside this angle
InitialInaccuracy = 3.0; // meters/25m, when enemy starts aiming it's this inaccurate
StableInaccuracy = 0.4; // meters/25m, after a while of aiming is't this inaccurate
StabilizationTime = 1.0; // seconds it takes to stabilize aiming from intial to stable inaccuracy
HearingGroupOneRadius = 1000; // meters
HearingGroupTwoRadius = 10; // meters
HearingGroupThreeRadius = 5; // meters
FieldOfVision = 180; // degrees

[Properties]
Skeleton = "male";
HighDetailRagdollName = DEFAULT_HIGHDETAILRAGDOLL;
LowDetailRagdollName = DEFAULT_LOWDETAILRAGDOLL;
CapsuleTop = 1.95;
CapsuleBottom = 0.0;
CapsuleRadius = 0.48;
AirborneSpeed = 2.5; // in m/s
CanShootDodgeFrame = 13; // enable blending from dodge to shootdodge until this frame
CanAbortShootDodgeFrame = 49;
RandomizeTextureSet = FALSE;
MaximumHealth = 250;
HealthBonusForKiller = 0;
SlowMotionBonusForKiller = 0%; // percents of full slowmotion
ShootingFrequencyMultiplier = 1.0;
AutoAimTarget = NO;
ShadowsEnabled = TRUE;
DynamicShadowEnabled = TRUE;
CanPlayerSwitchToThisSkin = TRUE; // true=player is able to change to this skin with PGUP/PGDN
GiveTimedModeBonusForKiller = TRUE; // timed mode bonus defined in levels.txt
ItemsToCache = 0; // one instance of skin is loaded before levels are loaded
EyeBlinkAnimationName = Sub_Face_Blink;
LipSyncAnimationName = Sub_Talk_Subtle_3s;
EarRadioAnimationName = Sub_Use_EarRadio;
RagdollDeathAnimationName = Sub_RagdollDeath;
AlternativeCamera = FALSE;
HUDHealthSpriteIndex = 0;

Akari
01-05-2004, 07:28 AM
I didn't test it but try this:

// --------------------------------------------------------
// MaxPayne
// --------------------------------------------------------

#include <..\ai_ranges.h>
#include <..\targetid.h>
#include <..\weaponanimid.h>
#include <Male_Player.h>
#include <..\voiceEvents_Max.h>

[AI]
IdleTimeout = 10; // seconds
AimingSpeed = 250; // degrees/second;
HeadTurningSpeed = 500; // degrees/second;
TriggerHappinessAngle = 20; // degrees, can start shooting when aiming is inside this angle
InitialInaccuracy = 3.0; // meters/25m, when enemy starts aiming it's this inaccurate
StableInaccuracy = 0.4; // meters/25m, after a while of aiming is't this inaccurate
StabilizationTime = 1.0; // seconds it takes to stabilize aiming from intial to stable inaccuracy
HearingGroupOneRadius = 1000; // meters
HearingGroupTwoRadius = 10; // meters
HearingGroupThreeRadius = 5; // meters
FieldOfVision = 180; // degrees

[Properties]
Skeleton = "male";
HighDetailRagdollName = DEFAULT_HIGHDETAILRAGDOLL;
LowDetailRagdollName = DEFAULT_LOWDETAILRAGDOLL;
CapsuleTop = 1.95;
CapsuleBottom = 0.0;
CapsuleRadius = 0.48;
AirborneSpeed = 2.5; // in m/s
CanShootDodgeFrame = 13; // enable blending from dodge to shootdodge until this frame
CanAbortShootDodgeFrame = 49;
RandomizeTextureSet = FALSE;
MaximumHealth = 250;
HealthBonusForKiller = 0;
SlowMotionBonusForKiller = 0%; // percents of full slowmotion
ShootingFrequencyMultiplier = 1.0;
AutoAimTarget = NO;
ShadowsEnabled = TRUE;
DynamicShadowEnabled = TRUE;
CanPlayerSwitchToThisSkin = TRUE; // true=player is able to change to this skin with PGUP/PGDN
GiveTimedModeBonusForKiller = TRUE; // timed mode bonus defined in levels.txt
ItemsToCache = 0; // one instance of skin is loaded before levels are loaded
EyeBlinkAnimationName = Sub_Face_Blink;
LipSyncAnimationName = Sub_Talk_Subtle_3s;
EarRadioAnimationName = Sub_Use_EarRadio;
RagdollDeathAnimationName = Sub_RagdollDeath;
AlternativeCamera = FALSE;
HUDHealthSpriteIndex = 0;

[Target]
{
[General]
Name = "Torso";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_DEFAULT;
FullPenetrationMultiplier = MULTIPLIER_DEFAULT;
Material = "character";

[Bone] Name = "Bip01 L Clavicle";
[Bone] Name = "Bip01 R Clavicle";
[Bone] Name = "Bip01 Neck";
[Bone] Name = "Bip01 Spine1";
[Bone] Name = "Bip01 Spine";
[Bone] Name = "Bip01 Pelvis";
}

[Target]
{
[General]
Name = "Head";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_DEFAULT;
FullPenetrationMultiplier = MULTIPLIER_DEFAULT;
Material = "character";

[Bone] Name = "Bip01 Head";
}

[Target]
{
[General]
Name = "ArmsAndLegs";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_ARMSLEGS_NO_ARMOR;
FullPenetrationMultiplier = MULTIPLIER_ARMSLEGS_NO_ARMOR;
Material = "character";

[Bone] Name = "Bip01 L UpperArm";
[Bone] Name = "Bip01 L Forearm";
[Bone] Name = "Bip01 L Hand";
[Bone] Name = "Bip01 L Thigh";
[Bone] Name = "Bip01 L Calf";
[Bone] Name = "Bip01 L Foot";
[Bone] Name = "Bip01 L Toe0";
[Bone] Name = "Bip01 R UpperArm";
[Bone] Name = "Bip01 R Forearm";
[Bone] Name = "Bip01 R Hand";
[Bone] Name = "Bip01 R Thigh";
[Bone] Name = "Bip01 R Calf";
[Bone] Name = "Bip01 R Foot";
[Bone] Name = "Bip01 R Toe0";
}

[OnInit]
{
[Message] String = "this->C_PickupWeapon ( "empty" );";
[Message] String = "this->C_SetInfiniteAmmo ( "empty", 1 );";
}

[OnDeath]
{
[Message] String = "this->A_StopAll3DSounds(\"Bip01 Head\");";
}

[LOD]
{
[Shader]
Material = "face";
Shader = "Skin";

[Shader]
Material = "Eyes";
Shader = "Eyes";

[Shader]
Material = "Body_Texture";
Shader = "Matte";

[Shader]
Material = "Legs Texture";
Shader = "Matte";

[Geometry] ExportData = VladimirLem_A_L0.kf2; SkinData = VladimirLem_A_L0.skd;
Distance = 1000;

EnableBoundingSphere = TRUE;
BoundingSphereRadius = 1.90;
EnableBoundingBox = FALSE;
}

[Modifiers]
{
[Animation] Index = CHARANIM_VERYSMALLDAMAGE; Filename = "anim\GetHit_Very_Small.kf2";
[Properties]
{
}
[Revert] From = CHARANIM_SMALLDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_MEDIUMDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_LARGEDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_VERYLARGEDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;

// WITH PISTOL
[Animation] Index = CHARANIM_CONFUSED; Filename = anim\Sharp_Confused.kf2;
[Properties]
{
}

[Animation] Index = CHARANIM_RUNFORWARD; Filename = "anim\Sharp_Run_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNFORWARDLEFT; Filename = "anim\Sharp_Run_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNLEFT; Filename = "anim\Sharp_Run_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNBACKWARDLEFT; Filename = "anim\Sharp_Run_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNBACKWARD; Filename = "anim\Sharp_Run_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Run_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNRIGHT; Filename = "anim\Sharp_Run_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_RUNFORWARDRIGHT; Filename = "anim\Sharp_Run_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}




[Animation] Index = CHARANIM_WALKFORWARD; Filename = "anim\Sharp_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKFORWARDLEFT; Filename = "anim\Sharp_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKLEFT; Filename = "anim\Sharp_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKBACKWARDLEFT; Filename = "anim\Sharp_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKBACKWARD; Filename = "anim\Sharp_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKRIGHT; Filename = "anim\Sharp_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_WALKFORWARDRIGHT; Filename = "anim\Sharp_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

// These are useful for testing the walk cycle with player
// [Revert] From = CHARANIM_RUNFORWARD; To = CHARANIM_WALKFORWARD;
// [Revert] From = CHARANIM_RUNFORWARDLEFT; To = CHARANIM_WALKFORWARDLEFT;
// [Revert] From = CHARANIM_RUNLEFT; To = CHARANIM_WALKLEFT;
// [Revert] From = CHARANIM_RUNBACKWARDLEFT; To = CHARANIM_WALKBACKWARDLEFT;
// [Revert] From = CHARANIM_RUNBACKWARD; To = CHARANIM_WALKBACKWARD;
// [Revert] From = CHARANIM_RUNBACKWARDRIGHT; To = CHARANIM_WALKBACKWARDRIGHT;
// [Revert] From = CHARANIM_RUNRIGHT; To = CHARANIM_WALKRIGHT;
// [Revert] From = CHARANIM_RUNFORWARDRIGHT; To = CHARANIM_WALKFORWARDRIGHT;

// COMBAT WITH PISTOL
[Animation] Index = CHARANIM_C_STAND; Filename = anim\Sharp_Combat_Stand.kf2;
[Properties]
{
[Message] Frame = 1; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 3; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Revert] From = CHARANIM_C_TURNLEFT; To = CHARANIM_C_STAND;
[Revert] From = CHARANIM_C_TURNRIGHT; To = CHARANIM_C_STAND;

[Animation] Index = CHARANIM_C_CROUCH; Filename = anim\Sharp_Combat_Crouch.kf2;
[Properties]
{
}

[Revert] From = CHARANIM_C_CONFUSED; To = CHARANIM_CONFUSED;

[Animation] Index = CHARANIM_C_RUNFORWARD; Filename = "anim\Sharp_Combat_Run_Forward.kf2";
[Properties]
{
[Reference] Name = Run_Forward;
[Movement] Filename = "anim\Sharp_Combat_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNFORWARDLEFT; Filename = "anim\Sharp_Combat_Run_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = Run_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNLEFT; Filename = "anim\Sharp_Combat_Run_Left.kf2";
[Properties]
{
[Reference] Name = Run_Left;
[Movement] Filename = "anim\Sharp_Combat_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNBACKWARDLEFT; Filename = "anim\Sharp_Combat_Run_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = Run_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNBACKWARD; Filename = "anim\Sharp_Combat_Run_Backward.kf2";
[Properties]
{
[Reference] Name = Run_Backward;
[Movement] Filename = "anim\Sharp_Combat_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Combat_Run_BackwardRight.kf2";
[Properties]
{
[Reference] Name = Run_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNRIGHT; Filename = "anim\Sharp_Combat_Run_Right.kf2";
[Properties]
{
[Reference] Name = Run_Right;
[Movement] Filename = "anim\Sharp_Combat_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_RUNFORWARDRIGHT; Filename = "anim\Sharp_Combat_Run_ForwardRight.kf2";
[Properties]
{
[Reference] Name = Run_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKFORWARD; Filename = "anim\Sharp_Combat_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKFORWARDLEFT; Filename = "anim\Sharp_Combat_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKLEFT; Filename = "anim\Sharp_Combat_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKBACKWARDLEFT; Filename = "anim\Sharp_Combat_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKBACKWARD; Filename = "anim\Sharp_Combat_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Combat_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKRIGHT; Filename = "anim\Sharp_Combat_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_WALKFORWARDRIGHT; Filename = "anim\Sharp_Combat_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

// WITH RIFLE

[Animation] Index = CHARANIM_2_CONFUSED; Filename = anim\Sharp_2_Confused.kf2;
[Properties]
{
}

[Animation] Index = CHARANIM_2_RUNFORWARD; Filename = "anim\Sharp_2_Run_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNFORWARDLEFT; Filename = "anim\Sharp_2_Run_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNLEFT; Filename = "anim\Sharp_2_Run_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNBACKWARDLEFT; Filename = "anim\Sharp_2_Run_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNBACKWARD; Filename = "anim\Sharp_2_Run_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNBACKWARDRIGHT; Filename = "anim\Sharp_2_Run_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNRIGHT; Filename = "anim\Sharp_2_Run_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_RUNFORWARDRIGHT; Filename = "anim\Sharp_2_Run_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKFORWARD; Filename = "anim\Sharp_2_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKFORWARDLEFT; Filename = "anim\Sharp_2_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKLEFT; Filename = "anim\Sharp_2_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKBACKWARDLEFT; Filename = "anim\Sharp_2_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKBACKWARD; Filename = "anim\Sharp_2_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKBACKWARDRIGHT; Filename = "anim\Sharp_2_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKRIGHT; Filename = "anim\Sharp_2_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_2_WALKFORWARDRIGHT; Filename = "anim\Sharp_2_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

// These are useful for testing the walk cycle with player
// [Revert] From = CHARANIM_2_RUNFORWARD; To = CHARANIM_2_WALKFORWARD;
// [Revert] From = CHARANIM_2_RUNFORWARDLEFT; To = CHARANIM_2_WALKFORWARDLEFT;
// [Revert] From = CHARANIM_2_RUNLEFT; To = CHARANIM_2_WALKLEFT;
// [Revert] From = CHARANIM_2_RUNBACKWARDLEFT; To = CHARANIM_2_WALKBACKWARDLEFT;
// [Revert] From = CHARANIM_2_RUNBACKWARD; To = CHARANIM_2_WALKBACKWARD;
// [Revert] From = CHARANIM_2_RUNBACKWARDRIGHT; To = CHARANIM_2_WALKBACKWARDRIGHT;
// [Revert] From = CHARANIM_2_RUNRIGHT; To = CHARANIM_2_WALKRIGHT;
// [Revert] From = CHARANIM_2_RUNFORWARDRIGHT; To = CHARANIM_2_WALKFORWARDRIGHT;

// COMBAT WITH RIFLE
[Animation] Index = CHARANIM_C_2_STAND; Filename = anim\Sharp_Combat_2_Stand.kf2;
[Properties]
{
[Message] Frame = 1; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 3; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Revert] From = CHARANIM_C_2_TURNLEFT; To = CHARANIM_C_2_STAND;
[Revert] From = CHARANIM_C_2_TURNRIGHT; To = CHARANIM_C_2_STAND;

[Animation] Index = CHARANIM_C_2_CROUCH; Filename = anim\Sharp_Combat_2_Crouch.kf2;
[Properties]
{
}

[Revert] From = CHARANIM_C_2_CONFUSED; To = CHARANIM_2_CONFUSED;

[Animation] Index = CHARANIM_C_2_RUNFORWARD; Filename = "anim\Sharp_Combat_2_Run_Forward.kf2";
[Properties]
{
[Reference] Name = 2_Run;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNFORWARDLEFT; Filename = "anim\Sharp_Combat_2_Run_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Run_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNLEFT; Filename = "anim\Sharp_Combat_2_Run_Left.kf2";
[Properties]
{
[Reference] Name = 2_Run_Left;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNBACKWARDLEFT; Filename = "anim\Sharp_Combat_2_Run_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Run_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNBACKWARD; Filename = "anim\Sharp_Combat_2_Run_Backward.kf2";
[Properties]
{
[Reference] Name = 2_Run_Backward;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Combat_2_Run_BackwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Run_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNRIGHT; Filename = "anim\Sharp_Combat_2_Run_Right.kf2";
[Properties]
{
[Reference] Name = 2_Run_Right;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_RUNFORWARDRIGHT; Filename = "anim\Sharp_Combat_2_Run_ForwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Run_2_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKFORWARD; Filename = "anim\Sharp_Combat_2_Walk_Forward.kf2";
[Properties]
{
[Reference] Name = 2_Walk;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKFORWARDLEFT; Filename = "anim\Sharp_Combat_2_Walk_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Walk_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKLEFT; Filename = "anim\Sharp_Combat_2_Walk_Left.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Left;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKBACKWARDLEFT; Filename = "anim\Sharp_Combat_2_Walk_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Walk_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKBACKWARD; Filename = "anim\Sharp_Combat_2_Walk_Backward.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Backward;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Combat_2_Walk_BackwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Walk_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKRIGHT; Filename = "anim\Sharp_Combat_2_Walk_Right.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Right;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

[Animation] Index = CHARANIM_C_2_WALKFORWARDRIGHT; Filename = "anim\Sharp_Combat_2_Walk_ForwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Walk_2_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}

// Shooting
[Animation] Index = CHARANIM_SHOOTBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, shoot_beretta, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Animation] Index = CHARANIM_SHOOTLOWBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Down.kf2";
[Properties] {}
[Animation] Index = CHARANIM_SHOOTHIGHBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Up.kf2";
[Properties] {}


[Animation] Index = CHARANIM_SHOOTDESERTEAGLE; Filename = "anim\Sharp_Shoot_Beretta_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, shoot_deserteagle, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Revert] From = CHARANIM_SHOOTLOWDESERTEAGLE; To = CHARANIM_SHOOTLOWBERETTA;
[Revert] From = CHARANIM_SHOOTHIGHDESERTEAGLE; To = CHARANIM_SHOOTHIGHBERETTA;

[Animation] Index = CHARANIM_SHOOTCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, Shoot_ColtCommando, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Animation] Index = CHARANIM_SHOOTLOWCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Down.kf2";
[Properties] {}
[Animation] Index = CHARANIM_SHOOTHIGHCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Up.kf2";
[Properties] {}
}

Inuyasha4
01-05-2004, 03:29 PM
When I did that it said:
Exception in engineInit:R_Script: Block "OnDeath" has to appear at maximum
1 times in [MaxPayne.txt]! http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

I got that message to go away, but when I tried playing it said that character "maxpayne" capsule is too small for camera sphere.

The only reason I want the player to be vlad is because when ever I use AI_Pushcommand or add command the charaters do not move. I got this to work for the player so if the player was vlad I could make him move. All I want is a short cinema scene. If you are able to fix my problem with not being able to move my characters then I will not need to know how to be vlad.

Ghast
01-05-2004, 07:15 PM
are you using the kipsta' cinematic tutorial? It worked for me!

Inuyasha4
01-05-2004, 07:48 PM
I got it to work(not vlad but I got the people to move). I also figured out the problem with the right-mouse button bending faces prob. You use the keyboard instead. This solves all my problems except one. Now that I am finished with the mod, how do I give it to you guys? I probaly can't get on a site because they are really lame first levels I made to get used to making them. I'm am proud of them and want feedback. Is it possible to attach my mod to a post with the attach a file feature?

Also where can I find the kipsta' cinematic tutorial? It sounds good and I would like to use it for further reference.

Ghast
01-05-2004, 07:57 PM
Kipsta tut (http://paynekiller.kipsta.net/tutorials/tutorial9/cameras1.htm?PHPSESSID=d395ba8ed76adb61ab61abf52b4 195e9)

FatherSeraphin
01-05-2004, 08:40 PM
Is there a tutorial out there on how to PLAY with another model than max? like using Vlad or annie or another character from the game in place of max model?

I am trying to start a mod that will require that, so any real help would be greatly apreciated.

Joonas
01-06-2004, 04:44 AM
[Geometry] ExportData = VladimirLem_A_L0.kf2; SkinData = VladimirLem_A_L0.skd;
Distance = 1000;

EnableBoundingSphere = TRUE;
BoundingSphereRadius = 1.90;
EnableBoundingBox = FALSE;

That's the code-in-question, I believe...

Inuyasha4
01-06-2004, 06:41 AM
I don't really know how. I just was making a cutscene and couldn't get the player to move so thats why I wanted him to be Vlad. To change charaters I think you just put the name of them under starting skin in the levels.txt.

About hosting my mod do you think I will be able to attach it to a post? The problem is it is 41.8 Mb and I have dial-up( http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif). It is because of the music, so does anyone know how to lessen the size of the music while making it sound a little good?

Jokke_r
01-06-2004, 06:47 AM
K.... if you want to use a certain character as the main character for you mod... one way to do it is

1. open up the characters text and then maxpayne's text make all the number values the same as maxpayne's txt... then remember highest up in the text file to define the same files as the maxpayne txt. and then you just define that player model you ant to use for your level in the levels.txt

or then replace the mp model with your model although that might give errors

Joonas
01-06-2004, 06:55 AM
Hide the player and use another Max Payne skin.

Jokke_r
01-06-2004, 07:04 AM
eeh i don't think that works though http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif

FatherSeraphin
01-06-2004, 11:52 AM
K.... if you want to use a certain character as the main character for you mod... one way to do it is

1. open up the characters text and then maxpayne's text make all the number values the same as maxpayne's txt... then remember highest up in the text file to define the same files as the maxpayne txt. and then you just define that player model you ant to use for your level in the levels.txt

or then replace the mp model with your model although that might give errors



Are you sure this works?

Uisor
01-06-2004, 12:22 PM
if you want to be able to play someone else than Max look what Joonas posted. There are two skin references, change them. Plus you also have to copy those files to Max_Payne folder.

In cutscenes you can't get player to move, you'll have to use Enemy_Max_Payne and make him move.

Samji
01-06-2004, 01:12 PM
I don't really know how. I just was making a cutscene and couldn't get the player to move so thats why I wanted him to be Vlad. To change charaters I think you just put the name of them under starting skin in the levels.txt.

About hosting my mod do you think I will be able to attach it to a post? The problem is it is 41.8 Mb and I have dial-up( http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif). It is because of the music, so does anyone know how to lessen the size of the music while making it sound a little good?



You cannot post anything more than 1000 KB on a post, so no. If someone wants to host it, email it to them or better still post to file planet. (It would take ages on dial-up though http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif)

Ghast
01-06-2004, 01:18 PM
screenshots can be made to be under 100000 and postable *G* and might interest someone into offering hosting?

Files can be no larger than 100000

Please use your back button to return to the previous page.

Samji
01-06-2004, 01:20 PM
my mistake. http://forums.3drealms.com/ubbthreads/images/graemlins/brickwall.gif But its still not enough.

But it is actually in bytes, not kilobytes.

1024 bytes = 1 kb

FatherSeraphin
01-06-2004, 01:53 PM
ou cannot post anything more than 1000 KB on a post, so no.



1000kb is 1 meg

The forum only allow 100K attachments.

Samji
01-06-2004, 02:12 PM
Yeah, roughly.

1 KB = 1024 bytes

1 MB = 1,048,576 bytes (1049 kb - as an integer - is a megabyte. So rounded down that is 1000 Kb).

Ghast
01-06-2004, 02:27 PM
no wonder that earlier Mars lander missed? *WEG*

Samji
01-06-2004, 02:35 PM
WEG?

Inuyasha4
01-06-2004, 08:11 PM
Don't really know how to take screenshots.