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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »recorded animations =)

Author Topic: recorded animations =) (6 messages, Page 1 of 1)
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sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 27, 2008 05:09 AM    Msg. 1 of 6       
how do i make a vehicle play a recorded animation right after it has finish playing one.
eg: a pelican does the recorded animation pipe_cship_exit, how would i make it so after it completes the recorded animation it starts a new animation on the same vehicle?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Dec 27, 2008 08:16 AM    Msg. 2 of 6       
i found this in hs_doc. it may be the command you want:

(sleep_until  [])

pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 27, 2008 10:12 AM    Msg. 3 of 6       
You can also time the animation in Sapien, and then set it to kill the animation after a certain amount of time


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 28, 2008 01:33 AM    Msg. 4 of 6       
i know about the kill thing in the animation....
wait i got an idea would this work?

(script startup animation
(sleep_until (volume_test_objects hi (players)) 1)
(recording_play pelican recorded_animation)
(vehicle_hover pelican true)
(vehicle_hover pelican false)
(recording_play pelican 2ndrecorded_animation)
)


i added the vehicle_hover command because if i made it like this:

(recording_play pelican recorded_animation)
(recording_play pelican 2ndrecorded_animation)

it would just play the 1st recorded animation and forget about the rest.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Dec 28, 2008 08:02 AM    Msg. 5 of 6       
what i was thinking more was along the lines of creating a trigger_volume where the first recorded animation would end.

(script startup animation
(sleep_until (volume_test_objects run_anim (players)) 1)
(recording_play pelican recorded_animation1)
(sleep_until (volume_test_objects end_anim (object_list (pelican)) 1)
(recording_play pelican recorded_animation2)
)


sorry if i misused some syntax; im a little rusty on scripting.
Edited by Headhunter09 on Dec 28, 2008 at 08:02 AM


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Dec 28, 2008 01:08 PM    Msg. 6 of 6       
Wasn't there a command to see how much longer an animation will take? Put that in the "sleep" command, then have it start the new animation. I don't script (yet), but something along the lines of ...

after you've started the first animation...

(sleep (unit_get_custom_animation_time yourpelican))
(recording_play yourpelican yourpelicansecondanimation)
)

 

 
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