View unanswered posts | View active topics It is currently Thu Jan 09, 2025 10:45 pm



Reply to topic  [ 8 posts ] 
 ANIMATION MODE?? 
Author Message
User avatar

Joined: Fri May 01, 2009 4:47 pm
Posts: 77
Reply with quote
Post ANIMATION MODE??
Hi can any of you modders out there list a description of the 4 animation modesor point me to some enlightening documentation (tried search forum and wiki already).

I am making a melee weapon and need it to run through a 12 frame animation in sequence every time the fire button is pressed.

Thanks in advance


Tue Jul 21, 2009 7:00 pm
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: ANIMATION MODE??
* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE


Tue Jul 21, 2009 8:06 pm
Profile WWW
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: ANIMATION MODE??
Dr Victory wrote:
I am making a melee weapon and need it to run through a 12 frame animation in sequence every time the fire button is pressed.

Give it a short wind up time and multiple frames?


Tue Jul 21, 2009 8:22 pm
Profile WWW
User avatar

Joined: Fri May 01, 2009 4:47 pm
Posts: 77
Reply with quote
Post Re: ANIMATION MODE??
Roon3 yeah been working on that basis so far but probably incorrectly using mode 4

CrazyMLC cheers but what do you mean by open/close? and is there known limits on anim modes depending on class of object

e.g heads on actors cannot anim' I hear?


Tue Jul 21, 2009 10:20 pm
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: ANIMATION MODE??
Dr Victory wrote:
CrazyMLC cheers but what do you mean by open/close? and is there known limits on anim modes depending on class of object

e.g heads on actors cannot anim' I hear?

OPENCLOSE is probably for crafts.

Heads can animate as far as I know.


Tue Jul 21, 2009 10:25 pm
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: ANIMATION MODE??
Guns don't animate properly still.

If you want a melee weapon to animate properly you're going to need lua.


Tue Jul 21, 2009 10:41 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: ANIMATION MODE??
CrazyMLC wrote:
* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE


For weapons, Mode 4 should be named differently, as HeldDevices don't really 'move'.
For example, the Coalition Gatling gun is SpriteAnimMode = 4, and in the gatling gun's case, creates the "wind-up" effect. This would be LoopWhenFiring.


Wed Jul 22, 2009 4:00 am
Profile
User avatar

Joined: Fri May 01, 2009 4:47 pm
Posts: 77
Reply with quote
Post Re: ANIMATION MODE??
Yeah you just have to watch it if you want it for a straight animation per shot you need to get the timing (anim duration and number of frames) to fit so the spin up animation wont look like the weapon is going into spasm also the number of rounds per minute would need tweaking to fit the animation speed.

sneak a request in here anyone fancy doing some animation proof of concepts so we can raise our game??


Wed Jul 22, 2009 8:38 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 8 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.060s | 13 Queries | GZIP : Off ]