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relax01 and relax02 doesn't work...

Posted: Tue Feb 17, 2004 2:35 pm
by Krane
:? :? :? but all the other animations from the lean.tik are working... :?

btw, I'm using jvbots, not regular ai, to make a simple routine (go there, stop, walk, kinda..). Needless to say that I've made a custom "multyplayer_generic_human" with the "$include models/human/animation/scripted/lean.tik" line right below the balcony line...

Anyway, It's working :) , but, when I try the relax01/02 the console says there's no such anim. in my tik :x

Known bug? :shock:
Corrupted anim? :?
Bad luck? :roll:

Help me make my ai stretch a little!!! :(

Posted: Wed Feb 18, 2004 8:21 am
by jv_map
Try using the 'relax' anim, without the 01 or 02.

Posted: Thu Feb 19, 2004 6:26 am
by Krane
I did... :? At that moment, he turns into some strange form, half underground, looks like he was beaten to death haaah :lol: I'm using a modified multiplayer_generic_human.tik...Is that the problem? Oh, and btw, in Radiant they look like some rifle animation...I see the idle animation in my tik... :roll:

Posted: Thu Feb 19, 2004 4:11 pm
by jv_map
Did you use setmotionanim?

Posted: Sat Feb 21, 2004 7:07 pm
by Krane
I tryed:

self setmotionanim relax
self setmotionanim relax01
self anim relax
self anim relax01

Nothing works... :(

Posted: Sun Feb 22, 2004 9:03 am
by jv_map
Try

Code: Select all

self animscript "anim/continue_last_anim.scr"
self setmotionanim relax

Posted: Mon Feb 23, 2004 4:41 am
by Krane
Thanks jv.

I tryed and nothing happened. Then I added a waitframe line and something happened: the same as before; he looks like he was beaten to death :lol:

Maybe is my custom multiplayer_generic_human.tik the cause of this disturbance...I just took your multiplayer_generic_human.tik and added some lines...Here it goes, btw:
setup
{
ischaracter
}

$path models/human/animation
$include models/human/animation/scripted/balcony.tik
$include models/human/multiplayer_generic_human_extra.tik

// CITIZENS EXTRA ANIMATIONS
$include models/human/animation/scripted/lean.tik
$include models/human/animation/scripted/table.tik
// $include models/human/animation/scripted/prisoners.tik
// $include models/human/animation/scripted/caught_smoking.tik
// $include models/human/animation/scripted/sleep.tik
// $include models/human/animation/scripted/interrogation.tik
// $include models/human/animation/scripted/workers.tik
$include models/human/animation/scripted/scientist.tik
// $include models/human/animation/scripted/crate_carry.tik
// $include models/human/animation/scripted/alarm.tik
// $include models/human/animation/scripted/welding.tik

// NPC weapon animations
$include models/human/animation/human_grenade.tik
$include models/human/animation/human_bar.tik
$include models/human/animation/human_thompson.tik
$include models/human/animation/human_pistol.tik
$include models/human/animation/human_mp44.tik
$include models/human/animation/human_rifle.tik
$include models/human/animation/human_mp40.tik
$include models/human/animation/human_bazooka.tik
$include models/human/animation/human_mg42.tik
$include models/human/animation/human_unarmed.tik

animations // Now list all of the animations that appear in every single
level, and any special commands for them
{

//=============================================================================================
//=============================================================================================
//
// Generic animations
//
//=============================================================================================
//=============================================================================================

// (Radiant looks for the animation called "idle" to use as its default.)
idle idle/generic_idle_a01(loop).skc

// Now put the real animations

point misc/point.skc

// Grenade returning animations
grenade_return weapon_grenade/grenade_return.skc
{
server
{
2 weaponcommand mainhand attachtohand offhand
4 attachgrenade // attach this actor's enemy grenade
18 detachgrenade // throw the grenade
27 weaponcommand mainhand attachtohand mainhand
}
}

grenade_kick_left weapon_grenade/grenade_kick_left.skc autosteps_run
grenade_kick weapon_grenade/grenade_kick.skc autosteps_run
{
server
{
4 detachgrenade
}
}
grenade_kick_right weapon_grenade/grenade_kick_right.skc autosteps_run
grenade_kick_scripted weapon_grenade/grenade_kick.skc // used for a plain kick

// Cowering when there's no way to escape from the grenade
grenade_cower alert/grenade_cower.skc
grenade_cower_loop alert/grenade_cower_loop.skc

// Suicidal dive onto a grenade to protect friends
diveongrenade alert/diveongrenade.skc
diveongrenade_death alert/diveongrenade_death.skc

//Ladder//

ladder_up_getoff misc/ladderup_getoff.skc // Not used
ladder_up_geton misc/ladderup_geton.skc // Not used
ladder_up_lefthand misc/ladderup_lefthand.skc // Not used
ladder_up_righthand misc/ladderup_righthand.skc // Not used
ladder_down_getoff misc/ladderdown_getoff.skc // Not used
ladder_down_geton misc/ladderdown_geton.skc // Not used
ladder_down_lefthand misc/ladderdown_lefthand.skc // Not used
ladder_down_righthand misc/ladderdown_righthand.skc // Not used
ladder_slide misc/ladder_slide.skc // Not used


//Walks & Runs//


scared_run_intro01 walks_runs/scared_run_intro.skc weight 1 autosteps_run
scared_run_intro02 walks_runs/scared_run_intro_b.skc weight 5 autosteps_run
scared_run_intro03 walks_runs/scared_run_intro_c.skc weight 3 autosteps_run

walk_injured_forward walks_runs/walk_injured.skc autosteps_walk
walk_injured_back walks_runs/walk_injured.skc autosteps_walk
walk_injured_left walks_runs/walk_injured.skc autosteps_walk
walk_injured_right walks_runs/walk_injured.skc autosteps_walk
walk_injured_step walks_runs/walk_injured_step.skc autosteps_walk

walk_bored_back walks_runs/boredw_back.skc autosteps_walk // Not used
walk_bored_left walks_runs/boredw_leftside.skc autosteps_walk // Not used
walk_bored_right walks_runs/boredw_rightside.skc autosteps_walk // Not used
walk_bored_forward walks_runs/boredwalk.skc autosteps_walk // Not used


//Krane Special

// Waiting for other card-player
chair_waiting_idleloop_nocards scripted/table/actor_m1l1_cardIDLE01.skc


//Idle Animations//

atease idle/atease.skc // Not used?
chatter01 idle/chatter01.skc // Not used
chatter02 idle/chatter02.skc // Not used
chatter03 idle/chatter03.skc // Not used
chatter04 idle/chatter04.skc // Not used
salute idle/salute.skc // Not used
american_salute misc/salute.skc

// Pickup Obj
This is just the beggining, where I changed some stuff. Notice the modified animation for chair idle, right before the Idle Animations. And, in the top of the file, notice the CITIZENS EXTRA ANIMATIONS, there I putted the extra lines...Is this the problem?

Posted: Mon Feb 23, 2004 3:46 pm
by jv_map
Well last thing I can think of is that the relax anims actually are upperbody animations (like reloading) and not full body animations (like standing/crouching/running). Also, you probably need to loop the animations to see anything at all.

Try

Code: Select all

  self.enableEnemy = 0 // just for kicks :)
  self animscript "anim/continue_last_anim.scr"

  thread motionanim
  thread upperanim

end

motionanim:
  while(isAlive self)
  {
    self setmotionanim (self.weapongroup + "_stand_alert_legs")
    self waittill flaggedanimdone
  }
end

upperanim:
  while(1)
  {
    self setupperanim relax
    self waittill upperanimdone
  }
end

Posted: Wed Feb 25, 2004 1:53 am
by Krane
Thanks jv.

Yeah, it works. He put his hands on the belly, like a happy priest, and start the routine like a happy priest! There's no way I can take that hands out of that belly...

Anyway, the idle animation, is a loop of various animations...where are they? when in idle, he stretch, smokes, etc...I found the smoking anims, so where are this stretch animations??

Posted: Wed Feb 25, 2004 5:22 pm
by jv_map
Probably they are the 'bored' animations...

Posted: Thu Feb 26, 2004 12:48 am
by small_sumo
I am very soon releaseing a pack of models that have a custom tik I made that will get them to play every animation there is even the omaha ones, stay tuned.

Posted: Thu Feb 26, 2004 10:09 pm
by Krane
Where are the "bored" animations?

Cool, sumo! :D btw, have you succeed in using SH animations on AA? I used that skc/skd butnothing seems to happen :cry: ....

Posted: Fri Feb 27, 2004 6:28 am
by small_sumo
Not sure but you could just find the skc's and write your own scripted tik, just keep looking my son lol. As for sh animations they need to be imported to lr3d and exported from there so they are compatable, dam geeks at ea decided to change the model format for sh .......... why on earth ??????????????

Anyway.


:roll:


8-)

Posted: Fri Feb 27, 2004 9:22 pm
by Krane
small_sumo wrote:As for sh animations they need to be imported to lr3d and exported from there so they are compatable, dam geeks at ea decided to change the model format for sh .......... why on earth ??????????????
Yeah, Why :x ?

d***