Animating A Model When Enemy Comes In Range
Posted 24 April 2005 - 01:50 PM
How can I setup a base defense (setup as a mounted vehicle in leveledit) to 'deploy' when an enemy comes in range? I have created bones where the moving parts are, copied these bones to a new gmax file and animated them how they should work, but I need to know how to make the animation run when an enemy is in range....
I think what I need is something like the reborn laser turrets will use (they said something about it in the latest updates at some point).
any help would be appreciated
Posted 24 April 2005 - 02:29 PM
I'm sure there are a lot of little details that would need to be worked out, but that's what I would start with.
Posted 25 April 2005 - 02:38 PM
I have never played with animations before tho, am I right to think that you copy the animation bones to a new gmax file, animate them as they should move on the model and export them under a different name, and them put the animname.w3d as the animation name in the script? because I have looked at a few in the presets and they have animname.animname as the animation name...
Posted 25 April 2005 - 03:30 PM
Then you will have to animate the model by manipulating the bones and setting key frames......then export the animation as "pure animation".....checkmark "Export Using Existing Skeleton".....and select your first exported version as the existing skeleton.
Make sure that you don't move the animation bones from their base pose in frame 0 (original model's bone position) or it will not export correctly.
To view the animation in the w3d viewer open it and then click file/open and select both the base model and the pure animation....then select open or OK.
When you open them you will see the base model and a child animation that is parented to the base model......and the exact name of that animation is displayed in the side tool bar.
Then when you want to impliment the animation you will call the animation "original model name"."pure animation model name".......for example.....Orcabomber.door_anim
The commando editor part is the hardest thing to figure out.
Some of the script values need to be names and some need to be the preset identification numbers......the readme isn't exactly clear on some of the settings but if you play around with them enough you will figure it out
Posted 05 October 2005 - 04:27 PM
It's been a while since I worked on this, and I got round to it at last.
The two scripts ( JFW_Enemy_Seen_Send_Custom and JFW_Set_Animation_On_Custom ) work, but not as I need them to.
While an enemy is in range it resets the animations every second or so, so the weapon redeploys constantly, and is therefore unable to shoot while this is going on.
Oh, and another thing, my model has no texture set, yet when you see it in-game it has the westwood logo (missing texture) applied quite small, and its scrolling over the surface
Any ideas on either of these things?
Posted 05 October 2005 - 06:39 PM
danpaul88, on Apr 25 2005, 05:03 PM, said:
I will have a go tommorow :thumb:
um maybe make a ping-pong animation? also look on the scripts for like a deploy timer or so.
Posted 06 October 2005 - 02:17 AM
Now the weapon deploys, but immediatly undeploys again, before it has chance to finish aiming and shoot. Maybe I will send jonwil an email to ask if he can modify this script sometime...
I would still like to know if anyone has any ideas about the scrolling texture?