
lilpod13
Joined: Oct 5, 2013
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Posted: Jan 26, 2017 12:14 AM
Msg. 1 of 6
I've noticed that whenever a marine is hit by any projectile (even if it does 1 damage) that he will play a stumble animation where he can't do anything for a decent amount of time based on where you hit him. Meanwhile elites, grunts, and jackals only sometimes stumble when they take a considerable amount of damage.
I'd like to be able to change when a character can stumble, but have no idea where to look. I've looked at .biped, .gbxmodel, .collision geometry, and .actor tags but didn't see anything that could point towards a stun animation or when it could be triggered. Does anybody have a clue where I could find anything on how this works? Could it be hard-coded into the engine based on the type of unit the character is? (elite, grunt, marine, etc.)
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jan 26, 2017 10:06 AM
Msg. 2 of 6
 Mess with these values, and you should be good
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lilpod13
Joined: Oct 5, 2013
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Posted: Jan 26, 2017 02:55 PM
Msg. 3 of 6
Thanks, that's exactly what I was looking for!
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Jan 26, 2017 03:02 PM
Msg. 4 of 6
Quote: --- Original message by: lilpod13 Thanks, that's exactly what I was looking for! Unfortunately, it's not. I've been playing with that, and it still plays the animation. If you do find a solution let me know, my current one is rigging the same biped to the cyborg bones, and using an overlay animation to decrease it's size. Not fun, needless to say.
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lilpod13
Joined: Oct 5, 2013
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Posted: Jan 26, 2017 04:52 PM
Msg. 5 of 6
If you set the hard and soft ping thresholds to 1, it makes the animations stop playing. Not too sure if the marines could move while getting hit, didn't have a chance to play with it much yet, but I'll post what I find out about it later.
Edit: If you set the hard ping thresholds for the marines on the lower side (but NOT at 0) they can take a few shots before they get stumbled. Anything higher makes it hard to stumble them since I bet the threshold is the fraction of body damage done to the character. Also I'm guessing that the interrupt time is how long the damage can count towards a stumble before it drops off, or maybe damage refreshes the timer before it drops off entirely. Edited by lilpod13 on Jan 26, 2017 at 07:16 PM
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Jan 27, 2017 12:50 PM
Msg. 6 of 6
Quote: --- Original message by: lilpod13 Edit: If you set the hard ping thresholds for the marines on the lower side (but NOT at 0) they can take a few shots before they get stumbled. Anything higher makes it hard to stumble them since I bet the threshold is the fraction of body damage done to the character. Also I'm guessing that the interrupt time is how long the damage can count towards a stumble before it drops off, or maybe damage refreshes the timer before it drops off entirely. Edited by lilpod13 on Jan 26, 2017 at 07:16 PM Hm. So I had it backwards then.
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