
rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 11:38 AM
Msg. 1 of 11
I mentioned this issue in another post but I am making a new thread because the problem I was having was unrelated to this one. I am working on a custom biped and the animations are working fine but when I try to move I will use the running animation but it won't move, it's just stuck running in place. I think I've narrowed it down to the animation file but I can't find what's causing the problem. I am using a newly compiled animation file.
Any help would be greatly appreciated.
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Da Moose
Joined: Jan 6, 2008
"We've got the Holy Hand Grenade of Antioch"
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Posted: Aug 21, 2010 02:23 PM
Msg. 2 of 11
If its the animations, then try this: first open your animations, and go to the "units" drop down box, drop it down and click stand. Then go to the "animations" drop down box, and drop it down and select move front/back/left/right (depending on the animations). Then make sure you select your "move" animation to match the one in the drop down box. You might have to change the "move" animation in every for every weapon header, I'm not sure on that though. ![]()
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 02:31 PM
Msg. 3 of 11
I've already set them. The animations all work fine, the problem is the fact that the biped is stuck in one place and can't move, for example when I take control of the biped, and I try to move it, it will use the moving animation however it won't go anywhere. I "think" it's the animation file because if I switch back to the normal marine animations file instead of my new one it works fine.
P.S. Yes my animations are setup using the exact same nodes as the marines Edited by rerout343 on Aug 21, 2010 at 02:33 PM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 02:38 PM
Msg. 4 of 11
Same as the marine's: 1
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Aug 21, 2010 02:43 PM
Msg. 5 of 11
open the biped and make sure the running speed isn't zero lol Edited by darkassassin14 on Aug 21, 2010 at 02:43 PM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 02:47 PM
Msg. 6 of 11
I started by modifying a built-in biped so all of the numbers are the same as what they originally were. Like I said earlier: "I "think" it's the animation file because if I switch back to the normal marine animations file instead of my new one it works fine."
I really need to get this fixed because I can't move forward on my map until this is done. Edited by rerout343 on Aug 21, 2010 at 02:48 PM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 05:53 PM
Msg. 7 of 11
well actually I'm using the flood animation that I recompiled to work with the marine biped setup, however my bipeds are unarmed and are using the animations just fine, they just can't move away from their spawn point.(BTW that is me controlling them, just wanted to clarify that it's not an AI issue)
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 05:57 PM
Msg. 8 of 11
Will Xfire work, I don't like mediafire
Edit: I could also use FileFront Edited by rerout343 on Aug 21, 2010 at 05:59 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Aug 21, 2010 07:05 PM
Msg. 9 of 11
yea filefront is good. i'd prefer it.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 08:01 PM
Msg. 10 of 11
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Aug 21, 2010 09:43 PM
Msg. 11 of 11
Thanks, I appreciate it. Edit: Actually they do match for me, Did you remember the change the node list checksum in the gbxmodel?
Edited by rerout343 on Aug 22, 2010 at 10:50 AM
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