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View Full Version : How does he do that voodoo kung fu that he does?


Thif
04-12-2004, 03:38 PM
Alright, in Kung Fu 3 there is the 'bendy' shootdodge where max just bends in that direction. looking at the code it looks like it just replaces the wounded shootdodge animation....is that all that it does?

more specifically if i made a new set of shootdodges i want to be triggered like how the bendy one was, do i just have them triggered as the wounded shootdodges?

Akari
04-12-2004, 06:33 PM
He made mutiple files. Then timed them EXACTLY right (I dont know exactly right now but I belive it's 0.62 ms) so that the game can do it's interpolation to it.

Thif
04-12-2004, 08:04 PM
who put the who in the what now?

Maddieman
04-13-2004, 10:20 AM
Seems like you're asking 2 different questions at the same time.

Like Akari said; shootdodges are made out of 8 seperate animations (1 for each direction - forward, back, left, right, etc ), and provided you make them exactly the same length, and match up the keyframes, they should interpolate correctly as you move around. If you look at the player script, you'll notice that only the code for shootdodge forward is required -- the game figures out the rest.

To understand it better, try loading up some of the shootdodge animations in Milkshape.

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The other aspect that you're asking about is multiple shootdodges. Kung fu switches between wounded and non-wounded states depending on if you're standing or running. So what Ken did was use the wounded (standing) shootdodge animation slots for the drunken dodge, and the non-wounded (running) animation slots for the normal diving shootdodge.

Point is, it doesn't matter which shootdodge animation slots you use -- an animation is just an animation. But if your mod is based on Kung Fu3, then you'll want to use the wounded animations for a standing dodge, and the non-wounded ones for a running dodge.

Thif
04-13-2004, 12:44 PM
Alright, yes, i understood long ago that the shootdodges are made up of 8 animations and they need to all be the same length and keframed and such.

And from what you said, if i create 8 new animations and they all work right, i can replace the Wounded (stand) shootdogde with my own and it'll work just fine?

Akari
04-13-2004, 04:19 PM
Well yeah. Duh. :P