
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 28, 2012 05:43 PM
Msg. 1 of 9
So i know with OS you can make completely random animation permutations, but i was wondering how you'd go about making it so without OS if you did something like melee it'd play one of 2 or 3 different animations. Just curious and hope to hear back. Thanks.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: May 28, 2012 05:55 PM
Msg. 2 of 9
If possible at all, it would most likely require some scripting. But I don't think fp animation perms are scriptable.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 28, 2012 06:15 PM
Msg. 3 of 9
FP isn't scriptable. But i was thinking there was a way to do it with normal animation tags. i checked and found that you can put two firing animations, two reload animations, but i only see one slot for melee. i was almost positive you could do it, but the only way it could be completely random is with OS. And i can't do that, so i was wondering how to make it so it's not completely random without OS. Edited by grunt_eater on May 28, 2012 at 09:37 PM
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teh lag
Joined: May 6, 2008
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Posted: May 29, 2012 10:09 AM
Msg. 4 of 9
You cannot do multiple first-person animation permutations (at least in any proper, meaningful way) without Open Sauce. Even if you compile them with permutations set up (first-person fire-1%0, %1, %2...) the stock game will not play anything but the first variant. There may be some incredibly hack-y methods that could give the general result you're looking for but I doubt they would be very fun or practical to implement over an entire weapon set for a map/mod.
You noted that you can "put two firing animations, two reload animations"; I am assuming you are referring to the fire-1/fire-2 and reload-empty/reload-full slots respectively. These are not used for permutations. Fire-1 is played when a weapon's primary trigger is fired while fire-2 is played when a weapon's secondary trigger is fired. Reload-empty is played when a weapon is being reloaded with a completely empty magazine while reload-full is played when a weapon is being reloaded and the magazine is not completely empty. Edited by teh lag on May 29, 2012 at 10:11 AM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 29, 2012 11:02 AM
Msg. 5 of 9
Actually, i wasn't talking about first person, i was talking about the weapons section under the units section of the cyborg animation graph. I'm looking for a way to make multiple third person melee animations for one specific weapon, for a mod i'm doing. Open the cyborg.model_animations and go to units, select stand in the drop down box, and go down to weapons. Now select something like rifle, go down to weapon types and select ar. Now just below that in the animations section for weapon types you'll see several things in the drop down box, reload 1&2, chamber 1&2, fire 1&2, charged 1&2, and melee. You can add an overheat but that's not in the ar weapon type. A thought occurred to me. What if i were to make two weapon types with the same label, but two different melee animations? Would the game choose randomly which label to use for a weapon labeled that? would it switch back and forth for the same weapon? ideas\opinions\thoughts welcomed.
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teh lag
Joined: May 6, 2008
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Posted: May 29, 2012 09:57 PM
Msg. 6 of 9
If you just want permutations in third-person there's nothing to it - just stick "%0", %1", ... etc at the end of your animation filenames (ex: stand rifle ar fire-1%0.jmo) to indicate that they are permutations and everything should work on its own. Third-person animation permutations should work fine and should end up randomized unless you run into some weird specific animation that cannot permute for an unknown arcane reason. Edited by teh lag on May 29, 2012 at 09:58 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 30, 2012 12:19 AM
Msg. 7 of 9
I don't think that'll work, otherwise there wouldn't be a slot for melee animations in the weapon types setup in guerilla. It has the animation stored in there and there's only one slot for it.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: May 30, 2012 03:26 AM
Msg. 8 of 9
Yes it will. Like teh lag said, just name the melee animation permutations so that they end with %0, %1, etc. And then make sure that the next one is selected in the "next animation" drop down box under "animations" at the bottom of the file: 
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 30, 2012 09:09 AM
Msg. 9 of 9
Oh, i didn't realize it was teh lag. If i had i'd have known he knew what he was talking about. Lol, and i missed the part about setting it up as next animation in guerilla. Thanks guys :). Now i'll go set all of that up and make my mod. Edited by grunt_eater on May 30, 2012 at 09:14 AM
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