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Author Topic: Stand From Crouched  (Read 2264 times)

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Offline SaBrE

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Stand From Crouched
« on: 15 Mar 2007, 22:16:42 »
I've looked through a hell of a lot of the animations but I can't find a simple 'stand from crouched' anim, as '"setunitpos "up"' doesn't work for this guy for some reason.

Just wondered if any of you know it?

Thanks,

Sabre
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Offline Cheetah

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Re: Stand From Crouched
« Reply #1 on: 15 Mar 2007, 22:54:43 »
Hmm that's a good one. Don't know one, you might want find an action doing the same, probably not though (checked the list and didn't find one).

What disturbs me are the names of the moves,  AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow, couldn't they have made these shorter and maybe more uhm descriptive? Not the room to complain though, I guess your best bet is to try to get the setUnitPos to work.

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Offline Blanco

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Re: Stand From Crouched
« Reply #2 on: 16 Mar 2007, 02:09:26 »
Quote
Unitname switchmove "amovpknlmstpsraswrfldnon_amovpercmstpsraswrfldnon"
(instant, no transition)

or

Quote
Unitname playmove "amovpknlmstpsraswrfldnon_amovpercmstpsraswrfldnon"
(smooth transition)


I've found it via the animationstate command and FRAPS.
http://www.ofpec.com/COMREF/ArmAOnly/index.php?action=list&game=All&letter=a#animationState  :P

I wrote a little script to return the current animation, but the hint message changes too fast to read the  (freaky) animationnames.
I use FRAPS and take screenshots to capture the hint.
Who invented those names btw?  :blink:

[] exec "animstate.sqs"
Quote
#loop
hint format ["%1",animationstate player]
~1
goto "loop"
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Offline h-

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Re: Stand From Crouched
« Reply #3 on: 16 Mar 2007, 08:32:46 »
Yeah, those names are insane..

They look like they've been generated by the animation software..
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Offline Planck

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Re: Stand From Crouched
« Reply #4 on: 16 Mar 2007, 14:11:16 »

I think it goes something like:

Code: [Select]
A = Animation type
crg = Cargo (Maybe)??
cts = Character (Maybe)??
dth = Death
idl = Idle
mov = Move

P = Position
erc = Erect
knl = Kneeling
pne = Prone

M =Move
run = Run
spr = Sprint
stp = Stopped
wlk = Walking

S = Stance
low = Lowered Weapon
non = No Weapon
ras = Raised Weapon

W = Weapon
bin = Binoculars
lnr = Launcher
non = None
pst = Pistol
rfl = Rifle

D = Movement Direction
b = Back
f = Forward
l = Left
non = None
r = Right



Planck


I know a little about a lot, and a lot about a little.

Offline h-

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Re: Stand From Crouched
« Reply #5 on: 16 Mar 2007, 14:47:46 »
Could be, makes sense..

So it takes 2 minutes to 'record' an anim and then 4 hours to write the name  ::)
- "Now.. let's see... Ummm... Where did I put the reference table... Ah, here.. so this does that and that so I'll need to get.. umm... 'wlk', yes... 'mov', yes.. Umm.... And then..."
- "So you done with the anim anytime soon?"
- "..."
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Offline SaBrE

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Re: Stand From Crouched
« Reply #6 on: 16 Mar 2007, 15:53:35 »
Thanks, I'll try that out Blanco ;) It also struck me how nonsensical the animation names were written but Planck's list makes it a bit more sensible, thanks for that.

I was wondering Blanco, just in case this could help: If you check the animation state with setacctime 0.2 or something, would that give you more time to look at it's name?

EDIT: Would it be possible to check what animation state the man is in before I tell him to do the animation? It's just that due to it being slightly erratic, sometimes the man crouches and then domove won't move him (hence I need the animation, which works by the way Blanco ;) ), and sometimes he stays standing and it looks a bit dodgy for him to crouch then get up again if he's already stood up. Any ideas?
« Last Edit: 16 Mar 2007, 17:04:15 by SaBrE »
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Offline SaBrE

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Re: Stand From Crouched
« Reply #7 on: 18 Mar 2007, 20:36:43 »
I know I'm not meant to double-post but what's the rule on bumping the thread?

Anyway... BUMP!
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Offline h-

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Re: Stand From Crouched
« Reply #8 on: 18 Mar 2007, 21:20:07 »
I guess definitely more than 1-2 days..
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Offline Blanco

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Re: Stand From Crouched
« Reply #9 on: 18 Mar 2007, 22:03:44 »
I'm working on a complete list of all animations (+ description) a player can perform in the game without a script. This means all the walking, running, sprinting with different weapons, reloading, throwing nades, setting mines, healing, etc... but not the karate,dancing or death anims.
I place them in an exel file in 3 tables (standing, crouching & proned).
I'm not doing this for fun actuallly, I want to make a getunitpos function since the unitpos command only works in conjuction with the setunitpos command.
Try unitpos on yourself and it will return "AUTO"  ::)

Right now all standing animations are done. (Well, I hope so)
There are a lot... for example saluting has 9 different animations.
Saluting with a rifle, saluting with a sidearm. saluting without a weapon. for each of them a start, transition and end animation.


 




   
« Last Edit: 18 Mar 2007, 22:42:42 by Blanco »
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Offline SaBrE

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Re: Stand From Crouched
« Reply #10 on: 20 Mar 2007, 21:46:29 »
Sounds great, good luck with it :)
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