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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »First person sprinting animations setup

Author Topic: First person sprinting animations setup (8 messages, Page 1 of 1)
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HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Sep 30, 2012 05:02 PM    Msg. 1 of 8       
For those of you wondering how I did it, here is how I got my FP sprint animations to work. Basically, make two versions of each weapon, the regular weapon, and one with only an idle animation that is set to sprint.
Then when you activate sprint, check what weapon you have and add a starting profile with the sprint version, and, when switching out of sprint, use the same starting profile line with its last paramater to true.
For adding the weapon via starting profile, just use player_add_equipment.
Starting profiles are setup in the scenario, by the way.

Now, if you use this in MP, I'm not totally sure what will happen, since Starting Profiles do not sync.
Example script:

((script static boolean has_thatweapon
(= ((unit_has_weapon_readied (player0) ".weapon_tag") 1)
)
(script continuous sprint_weapon_switcher
(if has_thatweapon
(begin
(player_add_equipment (player0) startingprofilefor_thatweapon false)
)
)

Point out any errors in the script, I havent tested it, but it should work

Any comments?
Animations by Bourrin.
Edited by haloextreme117 on Oct 4, 2012 at 10:48 AM


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 30, 2012 05:06 PM    Msg. 2 of 8       
MAKE A VIDEO SO WE KNOW YOU AREN'T LYING, AND BECAUSE BOURRIN SAID SO.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Sep 30, 2012 05:10 PM    Msg. 3 of 8       
Quote: --- Original message by: Bobblehob
MAKE A VIDEO SO WE KNOW YOU AREN'T LYING, AND BECAUSE BOURRIN SAID SO.

...
Read the post. It explains everything. It's a pretty basic concept really, just adding a sprint version of the weapon your currently using via script while sprinting, and removing it when exiting, all using starting profiles.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 30, 2012 05:20 PM    Msg. 4 of 8       
Quote: --- Original message by: Bobblehob
MAKE A VIDEO SO WE KNOW YOU AREN'T LYING, AND BECAUSE BOURRIN SAID SO.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Sep 30, 2012 08:05 PM    Msg. 5 of 8       
not to be annoying but i'd also love to see a video of the final result :)


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Oct 1, 2012 07:23 AM    Msg. 6 of 8       
I DIDNT SAY THIS BECAUSE I THINK HE WAS LYING, I JUST WANT TO SEE IT WORK IN GAME,EVEN AS A PLACEHOLDER...
EDIT : YOUR IDEA WOULD LOOK BETTER IF THE NEW WEAPON USED HAVES THE SAME ANIMS, EXCEPT THE MOVING AND OVERLAYS :
THEN IT WOULD ONLY USE SPRINT ANIM WHEN MOVING, AND THE OVERLAYS, FOR EXAMPLE MOVE FRONT, WILL BE USED TO PUT THE WEAPON IN THAT DIAGONAL POSITION. THEN IT WOULD LOOK SMOOTH WHEN USED
Edited by bourrin33 on Oct 1, 2012 at 07:28 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 1, 2012 10:20 PM    Msg. 7 of 8       
Quote: --- Original message by: bourrin33

I DIDNT SAY THIS BECAUSE I THINK HE WAS LYING, I JUST WANT TO SEE IT WORK IN GAME,EVEN AS A PLACEHOLDER...
EDIT : YOUR IDEA WOULD LOOK BETTER IF THE NEW WEAPON USED HAVES THE SAME ANIMS, EXCEPT THE MOVING AND OVERLAYS :
THEN IT WOULD ONLY USE SPRINT ANIM WHEN MOVING, AND THE OVERLAYS, FOR EXAMPLE MOVE FRONT, WILL BE USED TO PUT THE WEAPON IN THAT DIAGONAL POSITION. THEN IT WOULD LOOK SMOOTH WHEN USED
Edited by bourrin33 on Oct 1, 2012 at 07:28 AM


YO BOURRIN, LONG TIME NO TALK, BUT WHY YOU MUST TYPE IN ALL CAPS>>>??


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Oct 2, 2012 07:40 AM    Msg. 8 of 8       
BECAUSE HE DIDNT POST A VIDEO YET, AND I SAID I'D TYPE IN CAPS AS LONG AS HE DOESNT SHOW HOW IT LOOKS

 

 
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