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Author Topic: animations  (Read 4896 times)

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Lean Bear

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Re:animations
« Reply #15 on: 20 Mar 2005, 13:04:58 »
OK, I had a look at your anim which was very nice, especially for a first attempt ;)

You might want to adjust how the unit ends up after he's dead. At the moment, his head is halfway into his chest :P

I took a look at the config as well. It was only classed as a standing anim, so, as OFP selects which unit does which anim apparently randomly from a list, you might see a unit looking like he's being blown up by a grenade, then returning to the starting position.

You also, made it looped. I presumed that this is a death anim, so I changed that as well.

I also, made a second anim, using the last frame of your anim copied several times, for the Dead state:

With death anims, you always have two:

1. The Dying state: The actual process of theunit dying, clutching his heart, being blown away etc.

2. The Dead state: The anim that the unit stays in until the misisons is over, or he is hidden or somehting else happens. The unit will do no more anims.

As far as being only activated when there is a grenade explosion, I think that has to be scripted.

Please look through the config to see what I've done with it. (Although, I haven't tried it myself :P), and feel free to make any changes.

You can manually play the anim by making a trigger and putting:

unit1 switchMove My_First_Anim

where unit1 is the name of the unit. This will essentially "kill" the unit though :P

edit

You'll have to PBO the folder and put the addon in your Addons folder.
« Last Edit: 20 Mar 2005, 13:07:20 by Lean Bear »

Offline penguinman

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Re:animations
« Reply #16 on: 29 Mar 2005, 04:03:00 »
cool thanks a bunch, im sure this will help. i thot it had died so thats why it took me so long to respond

Offline penguinman

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Re:animations
« Reply #17 on: 29 Mar 2005, 04:24:19 »
Cool, it works, heres a demo mission i made with the pboed addon included, just put the addon in your addons folder and the demo mission in your user missions folder and play it.

how does this look for replacing the cardboard soldier when explosions hit him




scroll down for newer and better one
« Last Edit: 29 Mar 2005, 06:03:56 by penguinman »

Offline penguinman

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Re:animations
« Reply #18 on: 29 Mar 2005, 06:02:01 »
ok here i made a better one,

just put the addon in your addons folder and the demo mission in your user missions folder and play it.

all you have to do is throw a grenade at each of the guys and watch the effect.

Lean Bear

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Re:animations
« Reply #19 on: 29 Mar 2005, 14:15:49 »
Very nice :)

Unfortunately, my curiosity took over and I wanted to see if you actually managed to make it so it was only when a grenade hit. So I stole one of the units' rifles and shot the other one, but it played the same anim :P But I'm sure that will be worked out soon ;)

You also need to look at how the unit's rifle and at weapon will ned up (I noticed before that you only animated the rifle proxy and none of the others). atm the rifle is stick vertically out of the ground :P

And again at how the unit's head ends up ;) But I like this anim much more than the BIS "cardboard" ones 8)

Offline penguinman

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Re:animations
« Reply #20 on: 30 Mar 2005, 01:42:22 »
ok, i will fix the rifle and the units head.

do u know how to write the script for grenades? i dont know about any get nearest explosion functions.

and if anybody does decide to make it. Also, maby make a part of it have the unit constantly setposed at ground level or else the unit ends up lying 1 or 2 meters in the air but this is rare.

Dubieman

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Re:animations
« Reply #21 on: 30 Mar 2005, 06:34:06 »
I just tried it out.

Very cool. It'd be great if you could build that into the OFP engine. Like a shot to the face makes the unit sort of teeter back and flop back....
Soo many possiblities.

But this looks good for explosions. Most of these things have been said, but fix the gun and the guy's head. It looks like he's got a serious hunchback.

Very nice though. ;)

Offline dmakatra

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Re:animations
« Reply #22 on: 30 Mar 2005, 10:49:12 »
Very cool. It'd be great if you could build that into the OFP engine. Like a shot to the face makes the unit sort of teeter back and flop back....
Soo many possiblities.

I'm doing that. Less Death, More Wounds. Remember right? ;D

And the anim. It was nice, except that the position the target landed in was weird... And he seemed to disappear when I closed in on him.

:beat: *Gets Shot* :beat:
« Last Edit: 30 Mar 2005, 10:54:11 by dmakatra »

Lean Bear

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Re:animations
« Reply #23 on: 30 Mar 2005, 11:27:46 »
Yeah, this can be easily fixed though. All you need to do is make sure the unit is on the x-axis line and not below it or above it (well, obviously slightly above it as the x-axis represents the ground).

Offline penguinman

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Re:animations
« Reply #24 on: 31 Mar 2005, 01:21:45 »
heres a new version of the anim, just use the same mission, the "Hunchback" is fixed. but the gun, i can not get to move for some reason. maby the force of of the blast propeled it into the ground i dont know. a lot of things can happen with an explosion.

and could i change the name of the anim. y did the ofp anim center people tell me to name it that, its stupid.
« Last Edit: 31 Mar 2005, 01:23:39 by penguinman »