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Face expressions
Posted: Mon Aug 14, 2006 7:41 pm
by Rookie One.pl
I haven't got MoHAA here in Spain so I can't try working it out right now (I will be on it as soon as I come back home in case I don't get an answer

), but maybe someone already found out how to make the actors look scared or angry?
I for one remember that the fellow rangers in M1L3A are scared.
Posted: Mon Aug 14, 2006 8:19 pm
by bdbodger
couple of nice scripts in the anim directory
//-------
// standshock.scr
//-------
Start:
//println "Entering standshock.scr"
waitexec "anim/default_inithandler.scr"
// Initialise say manager
self waitthread anim/SayManager.scr::Init
// println "Geez, you scared the crap out of me!"
if (self.team == "german")
{
self thread anim/SayManager.scr::SayManager ("den_morphonly_panic_" + self.voicetype) 5
}
else
{
self thread anim/SayManager.scr::SayManager ("dfr_morphonly_panic_" + self.voicetype) 5
}
self.blendtime = 0.25
//need to take into account current position here... will do it later...
switch (self.weapongroup)
{
bazooka:
self setmotionanim (rifle_stand_alert_legs)
self setupperanim (bazooka_stand_alert)
self waittill upperanimdone
break
default:
self setmotionanim (self.weapongroup + "_stand_shock")
self waittill flaggedanimdone
break
}
end
runto_flee.scr
//=================================================
//=================================================
start:
//println "Running runto_flee.scr with move dir" self.movedir
waitexec anim/default_inithandler.scr
waitexec anim/smoking.scr::SmokeRemoveCigarette
self weaponcommand mainhand attachtohand mainhand
waitexec anim/stand.scr::transition
//self waitexec anim/standshock.scr
self.blendtime = 0.5
self setmotionanim scared_run_intro
self waittill flaggedanimdone
self.position = run
//while (1)
//{
// self.blendtime = 0.50
// self setmotionanim (self.weapongroup + "_run_forward")
// self waittill flaggedanimdone
//}
waitexec anim/runto_inopen.scr
end
Posted: Mon Aug 14, 2006 9:45 pm
by Ric-hard
Maybe he means their faceexpressions,
I think u do it like this, not sure, havent tested yet
Code: Select all
local.bot.emotion = emotion_neutral
and u can choose from these ones
emotion_neutral
emotion_worry
emotion_panic
emotion_fear
emotion_disgust
emotion_anger
emotion_determined
emotion_dead
emotion_curious
Posted: Mon Aug 14, 2006 10:31 pm
by Rookie One.pl
Yeah, just the faces.
I'll be at home tomorrow, will look into it myself.

Posted: Tue Aug 15, 2006 10:50 am
by jv_map
There are 'mood' and 'emotion' commands but I don't think either does anything at all
anim/emotion.scr wrote:// obsolete - this has been transfered to code
Posted: Tue Aug 15, 2006 11:17 am
by bdbodger
I did that new_generic_dog.tik mod and it works but the game spams the console every so often trying to do facial animations . So yes I can see how it is hard coded .
Posted: Tue Aug 15, 2006 11:34 am
by Ric-hard
I just tried the emotionthingie and it "worked",
I applied it to an actor with the DUMB-cmd,
no hearing and no sight applied to him,
I think the faceanim gets overwritten if the actor reacts to its environment.
Posted: Fri Aug 18, 2006 3:40 am
by Ric-hard
Heres a lil gif I made which shows the available emotionanims

Posted: Fri Aug 18, 2006 7:29 am
by jv_map
Haha very nice

.. some of the anims overdo it a bit

Posted: Fri Aug 18, 2006 9:07 am
by Rookie One.pl
While others are not expressive enough. I wouldn't say that that anger looks like anger.

Posted: Fri Aug 18, 2006 11:58 am
by Ric-hard
I agree, some looks weird, especially the anger-anim,
if I didnt know its name.... I would guess it was a "needs_a_toilet_anim":P
Posted: Fri Aug 18, 2006 4:39 pm
by Green Beret
lol, The determined one looks like an ice head.