
eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 4, 2011 10:30 PM
Msg. 1 of 20
Ok, my first question is, is it possible, to have fp attachments that appear when an action happens. For example, throwing knives appearing on a wrist when picked up and disappearing when thrown.
second question, are you limited to one grenade throw anim or can there be one for each type of grenade you have? I assume not unless it is a 3rd or 4th weapon, but just wanted to ask.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Apr 4, 2011 10:33 PM
Msg. 2 of 20
The First question is possible, 2nd one should be
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 5, 2011 12:39 AM
Msg. 3 of 20
Quote: --- Original message by: eliteslasher Ok, my first question is, is it possible, to have fp attachments that appear when an action happens. For example, throwing knives appearing on a wrist when picked up and disappearing when thrown.
second question, are you limited to one grenade throw anim or can there be one for each type of grenade you have? I assume not unless it is a 3rd or 4th weapon, but just wanted to ask. Not sure about the 1st, I think there's a way we could do it through Open Sauce /efficiently/ but not 100% sure. Second question: Possible in Open Sauce... and adding such a thing wouldn't exclude any one from using your map... Those who want to use it would be required to use Open Sauce but otherwise you'd be golden.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 5, 2011 12:41 AM
Msg. 4 of 20
You can have throwing knives appear on the wrist when the throwing knives are readied (just model them into the weapon's model), but not when you pick them up. There are 2 grenade throw animations. One is for normal, one is for throwing a grenade when your weapon is overheated, so maybe that helps a bit.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Apr 7, 2011 05:49 PM
Msg. 5 of 20
Quote: --- Original message by: ASP GRUNTS @Dwood No one cares about OpenSauce =3. Seriously, most people don't want to use it, so answer to both questions is still no. So what your saying is; it is possible.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 7, 2011 07:11 PM
Msg. 6 of 20
The first one is possible. It just has to be a part of the weapon model itself (though it may take time to work it out okay) and isn't attached to the biped.
The second isn't though. The animation for grenade throwing is universal I believe.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Apr 8, 2011 04:49 AM
Msg. 7 of 20
First is possible. Make a weapon which is empty by default and is just the player's empty hands. The ammo will be the knives. When a player picks up "1 knife for Throwing", the weapon automatically reloads. The reload animation will simply be the player drawing out the knife. So when there's no ammo, the hands are empty. When there is ammo, there'll be a knife. Like how the a loaded and empty needler can look different.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Apr 8, 2011 04:10 PM
Msg. 8 of 20
Quote: --- Original message by: eliteslasher Is it possible, to have fp attachments that appear when an action happens. For example, throwing knives appearing on a wrist when picked up and disappearing when thrown. I don't believe so. And I'm not going to BS you with a "Oh it's probably possible with Open Sauce!" because chances are that even if it was possible, getting someone to do it would be the next and pretty difficult step. Quote: --- Original message by: eliteslasher Are you limited to one grenade throw anim or can there be one for each type of grenade you have? I assume not unless it is a 3rd or 4th weapon, but just wanted to ask. One grenade throw animation per animation set per weapon. You can add more animations with Open Sauce (See: http://www.youtube.com/watch?v=aF-cqo5VOr8 ) but making it so that the system knows what grenade you have equipped is probably an even bigger feat.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 8, 2011 09:30 PM
Msg. 9 of 20
So, you want them to show up there when holding other weapons out? make them part of the FP arms, change collision so shield can be bypassed by all damage, make the knives shader_transparent_chigargo (however its spelt) and then make a function block to pass shield values onto the knife shader. Then use scripts to see if you have the knife weapon, if so, set shield to so and so (so that they apear) and if not, set shield to 0 so they are invisible (or, just invert it so its the other way around so that 1 is invisible, etc)
Anyways, your basically sacrificing your shields for this, and its more work than its worth.
Completely script the grenades so that you arent even using grenades (plus, make it SP so you have more options to work with) and then you can use scripts to do the grenade creation, and have it play any animation you want.. just not in FP (which is rather pointless in SP. then you gotta script the entire thing in third person so you can see it... giving up on that yet?)
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kornman00
Joined: Jul 15, 2010
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Posted: Apr 8, 2011 10:13 PM
Msg. 10 of 20
Quote: --- Original message by: ASP GRUNTS @Dwood No one cares about OpenSauce =3. Seriously, most people don't want to use it, so answer to both questions is still no. That has to be about the most ignorant thing I've read all day. And I've been doing a research paper on abstinence-only sex education and how it hurts US education (to give an idea on some of the crap I've came across today), for most of the day, but I digress. There are plenty of people who care about OS. Just because you don't and choose to play an ignorant ear, doesn't mean the rest of the internet is just like you.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 9, 2011 12:27 AM
Msg. 11 of 20
I don't even get how to use OS... 
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 9, 2011 12:46 PM
Msg. 12 of 20
Quote: --- Original message by: spartan314I don't even get how to use OS...  Even if I explain how to use it??? It's no harder to 'use' than to use Version changer by Omega.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 9, 2011 03:30 PM
Msg. 13 of 20
Ok another question. The concepts used in claymore, walking in front sets them off but not behind, I am pretty sure that can be accomplished but I am not sure how exactly. Would I just make a invisible plane that if someone walked into it it would shoot a short range buckshot with a wide spread at them in the direction of the plane? Not really sure how drop weapons work such as mines and other stuff. :/
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Apr 9, 2011 03:35 PM
Msg. 14 of 20
Quote: --- Original message by: ASP GRUNTS I can't use Open Sauce so I nag about how stupid it is. Yes like I said before it is possible.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 9, 2011 03:37 PM
Msg. 15 of 20
No. Who here uses OS? Does OP use OS?
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kornman00
Joined: Jul 15, 2010
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Posted: Apr 9, 2011 04:00 PM
Msg. 16 of 20
Quote: --- Original message by: Dave Needs A Shave OS isn't user-friendly enough for the average Joe. Most people here are average Joe's. OS also doesn't really offer any interesting new features, though that is of course just my personal opinion. It offers nothing new that I need. Which is something we're addressing in the next release. We now use an MSI installer which takes care of 99% of the "average joe" problems. OS-enabled maps now use a different file extension so stock games will never even touch them. And it offers new features if you're a map maker (eg, new scripting functions). We haven't added anything new (ie, than what's already there) for casual game players because they're not our target base anymore.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Apr 9, 2011 04:04 PM
Msg. 17 of 20
Quote: --- Original message by: ASP GRUNTSQuote: --- Original message by: ASP GRUNTS @Dwood No one cares about OpenSauce =3. Seriously, most people don't want to use it, so answer to both questions is still no.
Edited by ASP GRUNTS on Apr 7, 2011 at 06:03 PMEdited by ASP GRUNTS on Apr 7, 2011 at 06:04 PM So what your saying is; it is possible.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 9, 2011 04:09 PM
Msg. 18 of 20
Guys can we quit arguing please. I know others may have the same idea and may want to use OS, but MY plans at least are for non OS. If OS starts becoming more popular among users and not just mappers, then I may consider it.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 9, 2011 05:37 PM
Msg. 19 of 20
First, im a bit bugged that everyone ignored my earlier post which explained his two questions with normal tag and scripts.. but whatever... Quote: --- Original message by: eliteslasher Ok another question. The concepts used in claymore, walking in front sets them off but not behind, I am pretty sure that can be accomplished but I am not sure how exactly. Would I just make a invisible plane that if someone walked into it it would shoot a short range buckshot with a wide spread at them in the direction of the plane? Not really sure how drop weapons work such as mines and other stuff. :/ So, the only two kinds of traps you want are mines, and shotgun walls? Shotgun wall, just put a volume trigger somewhere, if any players are in it, (effect_new [effect] [cutscene_flag]) and make an effect tag that shoots all your bullets. poof, anytime someone enters the volume trigger, it shoots (im asuming you atleast have basic scripting knowlege. if you don't, post back and ill write it up (and if you do need me to write it up, provide more detail, like delay times you want between firing, etc)) Drop mines, just make a projectile that sticks to something, and have it shoot invisible projectiles from itself. if any of those projectiles touches a unit, make it create an damage effect which kills the main projectile. have the collision for that main projectile have an effect when its destroyed that causes an explosion, etc. that way you can also shoot the mine to kill it, etc. Would highly recomend only doing this in SP as killable objects in MP.... aswell, shotgun wall can be done in similar fashion if you want them to be portable, or you just really don't like scripting.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 10, 2011 12:55 AM
Msg. 20 of 20
Well, it's not that I don't like scripting or taging, it's just I never really tried it much, I mainly used to just focus on BSP models, but I have been sort of interested in some other tags and would like to learn eventually. As far as scripting goes too, never learned it. Would like to, but I had friends that could help with any of that. :/
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