flak88_new.tik animations not working

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bdbodger
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flak88_new.tik animations not working

Post by bdbodger »

I can't get these animations to work anybody know why ? I have them enabled in new_generic_human.tik
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ZeroSkaten
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Post by ZeroSkaten »

sorry guy, I have no clue :? i'm still new to this
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Post by Yarik »

I personally have done some animations. It works out pretty well but I dont know how to implement it into MOHAA. Anyway Can you maybe give us a little more info? The exact scripting you did?
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ZeroSkaten
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Post by ZeroSkaten »

that would help me alot :D
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Angex
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Post by Angex »

I haven't looked into it but I'm guessing the flak88_new.tik contains animations for when a flak88 is firing rather than the AI characters using it.
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mohaa_rox
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Post by mohaa_rox »

He's right, the AI in AA don't fire the flaks, only in SH where the idiots load the heavy ammo, cover their ears and fire!
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bdbodger
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Post by bdbodger »

the file is models/human/animation/scripted/flak88_new.tik
animations
{
$path models/human/animation

//----------
//New flak88 animations
//----------

// Used in Team Assault
88_aimer_fire scripted/flak88/aimer_fire.skc
88_aimer_idle scripted/flak88/aimer_idle.skc
88_aimer_idle1 scripted/flak88/aimer_idle1.skc
88_aimer_load scripted/flak88/aimer_load.skc
88_aimer_turnleft scripted/flak88/aimer_turnleft.skc
88_aimer_turnright scripted/flak88/aimer_turnright.skc

88_loader_fire scripted/flak88/loader_fire.skc
88_loader_idle scripted/flak88/loader_idle.skc
88_loader_load scripted/flak88/loader_load.skc
88_loader_turnleft scripted/flak88/loader_turnleft.skc
88_loader_turnright scripted/flak88/loader_turnright.skc
}
the global/turret.scr has this
flak88_start local.type:
level waittill spawn

self setaimtarget $player
self turnspeed 6.666
// self waittill ontarget

if !(self.set)
self.set = -1

local.aimer = spawn human/german_wehrmact_soldier.tik
local.aimer.start = self gettagposition "tag_aimer"
local.aimer.angles = self gettagangles "tag_aimer"
local.aimer.origin = local.aimer.start
local.aimer exec global/disable_ai.scr
local.aimer.oldanim = 88_loader_turnleft
local.aimer thread animator 88_aimer_idle
local.aimer holster
// local.aimer lookat $player
.
.
.
.
.
animator local.anim:
if (local.anim == self.oldanim)
end
self.oldanim = local.anim

if (self.animator)
self.animator delete

self.animator = local

while (isalive self)
{
// println ("playing anim " + local.anim)
self anim local.anim
self waittill animdone
}
end

as far as I know the tags don't exist but the script was suppose to spawn two ai mount them to the flak88 and do the spinning of the gun animations etc in the models/human/animation/scripted/flak88 directory you have animations like aimer_fire.skc . For an example in the model/human/animation/scripted/level_t1l3.tik you have
//===========================
// People in boat
//===========================

13A101_SlowRow 13A101_SlowRow.skc
{
client
{
6 sound row_boat_slow
}
}
and if you do this in your script
//-------------------------------------------------------------------------
DoRower:
//-------------------------------------------------------------------------
self exec global/disable_ai.scr

self thread global/LoopAnim.Scr::LoopAnim 13A101_SlowRow

end
your ai will do the row boat animation you have to do an animation for the boat too but you see what I mean . The animations for the flak88 don't seem to work when I try them tha same way
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Post by jv_map »

Try this in your script:

Code: Select all

while(isAlive $flak_guy)
{
    $flak_guy anim 88_aimer_fire
    $flak_guy waittill animdone
}
'$flak_guy' is the guy with the flak ;)
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bdbodger
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Post by bdbodger »

no that didn't work either have had some success with the mohaa animaiton 88officer_fire from flak88_animation.tik will do a search for a sitting animation to go with it .
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