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anim worries

Posted: Thu May 06, 2004 6:41 pm
by lizardkid
well, i've decided to decipher animations and dialogue now. in my various amounts of test map i have the following ($targetnames are correct, i've checked)


$cappy turnto $player
$cappy lookat $player

$cappy anim dfr_T1L2_BC6907ta2

waittil animdone

$cappy turnto NULL
$cappy lookat NULL

$Wilson turnto $cappy
$Wilson lookat $cappy

$Wilson anim dfr_T1L2_BP6736td20

waittil animdone

$Wilson turnto NULL
$Wilson lookat NULL


aaaand, they'll turn and lookat me fine, as expected, but they don't do anything, i open console and find that it can't find the animation for bla bla bla, so i tried the say command.....


$cappy turnto $player
$cappy lookat $player

$cappy say dfr_T1L2_BC6907ta2

waittil saydone

$cappy turnto NULL
$cappy lookat NULL

$Wilson turnto $cappy
$Wilson lookat $cappy

$Wilson say dfr_T1L2_BP6736td20

waittil saydone

$Wilson turnto NULL
$Wilson lookat NULL

guess what? yeah, nothing.

soo, help would be much appreciated. :wink:

Posted: Thu May 06, 2004 7:28 pm
by lizardkid
well, i have it partially figured out, and yet have gotten nowhere...

different dfr's need different models to work, i knew that but it never occured to me i might be using the wrong model. so the "Wilson" saying is out.
but for cappy, it ought to work! the model is the same, i've tried a bunch of different anims that all use the cappy's voice and none of them work...

Posted: Thu May 06, 2004 8:17 pm
by Krane
Wacko made a map and I putted some germans talking all the conversations. The final pk3 is about to be released, but you can check the early version here.

I don't remember if I included the map on the pk3, if not, drop me a email and I'll send you the map.

ps: it's 5.9Mb, sorry, but I've made lots of custom textures for them.

Hope it helps :D !

targetnames

Posted: Thu May 06, 2004 9:59 pm
by tltrude
The AI targetnames are not automattic with the skin used. You must apply that name to it. Also, don't you have to enable or disable the AI before you give it animation commands?

Posted: Thu May 06, 2004 10:12 pm
by lizardkid
no, i took this right off of the AI:Tutorial here at .map, his first anims work fine, i jsut need to add in some more.

well my errors say it can't find the anim for the skin im using, so it can't be a $targetname problem... i changed it from $friendly3 or 4 if that makes a difference.

but the problem is not knowing which anims belong to which skins... and this is the captains voice from mision 1, so it has to be right, it's been used before...

i guess i'll check out the script there to see any difference.

iprintln

Posted: Thu May 06, 2004 10:34 pm
by tltrude
There are bad animations in the game, but they should not prevent your thread form running. Try putting is a few of these in your thread to see if it is running.

iprintln "starting"
iprintln "cappy lookat wilson"

Posted: Thu May 06, 2004 11:07 pm
by lizardkid
ah, good idea. ill try that and see how far it goes....

*back*

okay well, the turnto. lookat, and everything but the actual anim itself works. the thread even runs fine, but it skips the anim....
for some reason unknown to me it simply will not accept the anim as one for the captain skin.. which is the same one that it was originally used for.

i don't know,seems like a total mystery to me...

Posted: Thu May 06, 2004 11:29 pm
by blue60007
Seems like there might be multiple anims for one certain thing, just to add variety to the game. So maybe taking an a or b off the end will do it? The game I think choses from several of the slighty different anims. Maybe that's just automatic ones, ones associated with AI? :?


Also try looking at stock maps and using anims that you know work with each model.

Posted: Fri May 07, 2004 2:51 am
by lizardkid
well what i did was use the dialogue sounds (it worked for ai tut) and used those. perhaps you're right, i'll seee what i can't do about it with these ideas.... thanx guys, ill get back to you on it.

Posted: Fri May 07, 2004 7:17 am
by lizardkid
well, it's all figured out now. i delved through the stock scripts and found you were right Blue, they were different than the dialogue. i haven't been able to clear out the other errors yet but when i do it ought to be working perfectly.

Posted: Fri May 07, 2004 5:03 pm
by blue60007
That's good...

What are the other errors?

Posted: Fri May 07, 2004 6:00 pm
by lizardkid
well the problem is i added some new stuff to that (like a whole new wing to the building, compelte with spawns and stuff) and i must have messed up on that because my script won't load. the one time it worked (when i commented that whole thing out) it all worked perfectly.