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Author Topic: Bayonet thrust unit runs in place?  (Read 3173 times)

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Offline penguinman

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Bayonet thrust unit runs in place?
« on: 14 Aug 2005, 02:30:53 »
hi, i made an animation, a bayonet thrust animation where the unit runs up and thrusts his bayonet into the oponents guts, but there is a problem with the config i made, i dont know why but the unit does the animation without moving at all, it looks like hes jogging in place. and also he does it in slow motion,

heres the config, what am i doing wrong?

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
   class Bayonet
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.46;
   };

   class NewMove
   {
      units[] = {};
      vehicles[] = {};
      requiredVersion = 1.30;
   };
};


class CfgMovesMC
{
   class Default {};
   class DefaultDie: Default {};
   class StandDying: DefaultDie {};
   class StandDead: StandDying {};

   class States
   {

      class Bayonet: StandDying
      {
         actions = DeadActions;
         file=\Bayonet\Bayonet.rtm;
         speed=-6;
         looped=false;
         onLandBeg=true;
         onLandEnd=false;
         soundEnabled=false;
         variantsPlayer[]={StandDead,0.5,StandDeadVer2};
         equivalentTo=StandDead;
         variantAfter[]={0,0,0}; // select variant immediatelly
         terminal=false; // all movement stops here
      };
   };
};



thanks in advance
« Last Edit: 14 Aug 2005, 02:31:56 by penguinman »

Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #1 on: 18 Aug 2005, 01:48:22 »
 sombody has  to know what the problem is?
please help me with this

thanks

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #2 on: 18 Aug 2005, 11:20:17 »
Quote
unit does the animation without moving at all
Quote
class Bayonet: StandDying
:) ?
Quote
he does it in slow motion,
Quote
speed=-6;

means that your anim is played during 6 sec ;) to increase speed shorten this value.
Also check this example ( I can't remember what addons are used :( )
http://redhammer.h14.ru/ai/bayonet.intro.zip
Making moving animation with the strike - is bad idea IMHO...
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Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #3 on: 18 Aug 2005, 19:51:12 »
that link takes me to a russian website? i think its broken,

ok thanks for the speed part but he still runs in place, now at the correct speed though.

is it somthing to do with stand dying?

thanks for your help.

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #4 on: 18 Aug 2005, 22:35:05 »
Quote
that link takes me to a russian website? i think its broken,
Yes, I'm russian and it's russian hosting. Link is OK just proceed using the link or use download manager.
Quote
is it somthing to do with stand dying?
Can you suspect moving from Standdying anim ?
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Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #5 on: 18 Aug 2005, 22:54:10 »
Quote
Yes, I'm russian and it's russian hosting. Link is OK just proceed using the link or use download manager.
lol, how do i proceed to the download? i dont speak russian so i dont know where to go.  ???

Quote
Can you suspect moving from Standdying anim ?
hmm, what do you think it should inherit from?

thanks

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #6 on: 18 Aug 2005, 23:28:38 »
Quote
i dont know where to go
there's a link at the most obvious place. As to me I can guess what buttin to push even using chinese warez servers ;)
Anyway link is worky with any download manager.
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Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #7 on: 19 Aug 2005, 00:33:57 »
 ok i finaly found it,
anyways, i tried using the config from that one, but the problem is, that one is an animation there the unit never moves to a different position, and mine has hime running.

i think the problem lies in the inheritance.
standdying is not right,

does anybody know what you use to inherite from the basic running,(like if your gun is infront of you and you press "w" or "up arrow key") I think that is what i need to use becuase my animation is most simaler to it.

thanks for your help bdfy85
« Last Edit: 19 Aug 2005, 00:34:40 by penguinman »

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #8 on: 19 Aug 2005, 00:54:55 »
Why should the unit move if you configured anim as Stand ? :)
Have you ever tried to look into commented config and see how CombatRunF etc configured ?

I gave that link so you can see that your anim is too complicated ;) It will be extremly difficult to script it. Example I post uses updated idea from UKF mod ( + its anim :) ) as you can see only stand anim needed.

Also can you mail or upload your anim for me ? :) I collect good ones :) Also may be I can help to configure it more properly...
bdfy1985@bk.ru
« Last Edit: 19 Aug 2005, 01:20:29 by bdfy85 »
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Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #9 on: 19 Aug 2005, 01:26:35 »
well, the thing is, it needs to have the unit run a little before he stabs because otherwise it is very hard to make an AI aproach the player using scripts alone, they dont want to do it. but if its part of the animation they have no choice ;)

i will attach it if you try to fix  it, you can colect it to if you want :)
« Last Edit: 19 Aug 2005, 01:27:06 by penguinman »

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #10 on: 19 Aug 2005, 02:01:32 »
Quote
otherwise it is very hard to make an AI aproach the player using scripts alone
Really ? :) have you checked example  I post ? have you played UKF mod ?
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Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #11 on: 19 Aug 2005, 02:14:56 »
Frankly speaking I'm not amased with your anim -  UKF's one is much better ;)
May be you can make strike with shovel ? ;) I'd like to see one.  
« Last Edit: 19 Aug 2005, 02:16:02 by bdfy85 »
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Offline penguinman

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Re:Bayonet thrust unit runs in place?
« Reply #12 on: 19 Aug 2005, 02:26:59 »

Quote
Really ?  have you checked example  I post ? have you played UKF mod ?
UKF did a good job but AI is still a little reluctant to aproach, they would rather shoot from a distance.

Quote
Frankly speaking I'm not amased with your anim -  UKF's one is much better
well you cant make jugments until you see it working ingame. :P

 can you please fix my animation though

Quote
May be you can make strike with shovel ?  I'd like to see one.  
what would you use a shovel strike for?

ok if you get my bayonet animation working i will make your shovel strike animation,

thank you

Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #13 on: 19 Aug 2005, 02:59:37 »
penguinman
Quote
they would rather shoot from a distance.
there're definite ways to get around this ;) Anyway your anim won't help to solve this problem.
Quote
get my bayonet animation working

Ok here's the simple solution I suggest:
Your anim is based on CombatRunF.rtm , isn't it ? remove running part then configure the rest just like ex. above.
Then if you want to get it worky:
playmove ( or switchmove ) "CombatRunF" anim. it's already lopped in config  ( 0.6 sec each loop ). After several sec. switchmove to your anim - as a result you will see exatly what you wanted ;)

Quote
what would you use a shovel strike for?
For hand-to-hand fight like in example above :) Just to vary actions (CombatStrokeGun, UKF Bayonet, shovel strike  what else ?)  
These  digging tools were widely used to strike enemy ;)
 



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Offline bdfy85

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Re:Bayonet thrust unit runs in place?
« Reply #14 on: 13 Sep 2005, 01:09:39 »
penguinman
And wher's my shovel strike ?;)
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