Post your scripting questions / solutions here
Moderator: Moderators
Alcoholic
General
Posts: 1470 Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:
Post
by Alcoholic » Sun Jun 15, 2003 6:02 am
is there anywhere i can find a list of animations/previews?? since were on the topic, does anybody know the name of teh animation where the guy cowers down? (as if to protect themselves from a grenade).
tltrude
Chuck Norris
Posts: 4774 Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:
Post
by tltrude » Sun Jun 15, 2003 6:16 am
When you highlight a model/ai and press key N, you can click on the "Anim:" +/- buttons to see the different animations and their names.
Tom Trude,
Alcoholic
General
Posts: 1470 Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:
Post
by Alcoholic » Sun Jun 15, 2003 6:17 am
cool thanks. i also just extraced all those animation scripts from pak0.
jv_map
Site Admin
Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:
Post
by jv_map » Sun Jun 15, 2003 6:41 am
The default animation aliases you're looking for are:
grenade_cower (diving animation)
grenade_cower_loop (ducked animation)
Alcoholic
General
Posts: 1470 Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:
Post
by Alcoholic » Sun Jun 15, 2003 6:59 am
if i give an ai "animloop grenade_cower_loop" how do i break the loop?
jv_map
Site Admin
Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:
Post
by jv_map » Sun Jun 15, 2003 7:12 am
Do not use animloop. Just use anim or setmotionanim (only works in animscripts).
You don't have to break the loop, just send a new anim command with a different animation.
You could also do:
self animscript anim/idle.scr (goes to normal crouching)
self animscript anim/stand.scr (stands up and stops moving)
Alcoholic
General
Posts: 1470 Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:
Post
by Alcoholic » Sun Jun 15, 2003 7:39 am
yeah but a tank turns its turret towards where your all hiding they have to cover their helmets!
so i could do this...
self anim grenade_cower
self waittill animdone
self anim grenade_cower_loop
wait 4
self exec global/stand.scr
would that work??
jv_map
Site Admin
Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:
Post
by jv_map » Sun Jun 15, 2003 10:48 am
Yes I think it will 8)
Alcoholic
General
Posts: 1470 Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:
Post
by Alcoholic » Sun Jun 15, 2003 7:19 pm
it didnt work, the grenade_cower_loop didnt play...
i just started it with grenade_cower_loop and it worked/looked fine.