Author Topic: submodel animations  (Read 5566 times)

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Offline Bobboau

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http://freespace.volitionwatch.com/blackwater/fs2_open_r_animations.zip
ok people, currently it suports triggered animations for:

"inital" inital position (turrets can point forward rather than up (doesn't yet work in the tech room))
"docking" docking (your on your way)
"docked" docked (you just did)
"primary_bank_#" (were # is the bank) selection of all primary banks
"secondary_bank_#" (were # is the bank) selection of all secondary banks
"door" fighter bay launching (hanger doors)

add this to your ships table for any animated object (yes they must be made subsystems, +non-targetable is optional and actualy not realy part of the animation system, I should get around to makeing invulnerable subsystems eventualy)
Code: [Select]
$Subsystem:
primary1a,             1,0.0
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,-180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000


I need people to start useing/testing these, I am sure there are bugs, you should particulary pay atention to things like anything going wrong with anything related to an animation (like if fighters never launch, or primary weapons never fire), and I need people to tell me what they want me to suport next so I don't waist my time any further implementing stuff that nobody is going to use

this current implementation is sutable for 'events' (I don't mean the sExp type though that can be done) singular actions not ongoing parameters (ie you engaged you after burner not how much fuel is left). I intend on makeing a seperate animation system for suporting linked animations but this is the triggered animation system. so keep that in mind. also if you ask for something I expect to see it used at some point, if you have something in mind, a specific model that could use a trigger type that would be an ideal candidate.
« Last Edit: January 05, 2005, 01:48:01 am by 57 »
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
I spy with my little eye, a spelling problem.
Is it "Relitive" or "Relative"?
:p

Does this mean we don´t need to have turrets pointing up anymore (in the rest position)? That would be cool.
:nod:

EDIT: Someone fix the damn clock!! This is ridiculous...
:doubt:
No Freespace 3 ?!? Oh, bugger...

 

Offline Bobboau

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how DARE you post before me in a thread I started!
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DEUTERONOMY 22:11
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Offline vyper

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edit: nm
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Offline c914

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i gona test those fighterbay dors on my carrioer..just i need more description what i should do:rolleyes:

 

Offline Bobboau

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make a submodel, like you were going to have a destroyable submodel, than under the table entree use the posted sample as a template, change 'primary_bank_1' to 'door'
+delay:is how long it will wait after the triggering event before starting the animation
+relitive_angle: is the ending angle around x, y, and z.
+velocity: how fast it will rotate
+acceleration: how fast it will reach the velocity
+time: how long after the animation starts you want gameplay effects to consiter it done.
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

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'relitive_angle' ?

 

Offline Bobboau

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yeah I'll fix it.

and Take that Causality!
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

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{obi-wan}
You want to fix this

{/obi-wan}

 

Offline Grimloq

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oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!
A alphabetically be in organised sentences should words.

 

Offline aldo_14

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Quote
Originally posted by Grimloq
oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!


No

 

Offline Bobboau

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so, anyone got anything for me.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
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Offline Nuke

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ive been busy with work and depression but il see if i can find you some bugs to fix.

brownie points for letting us set initial turret angles, i have a ship i can test that on.

is it possible to do gatling gun turrets yet? cause i can test that too.
« Last Edit: January 06, 2005, 01:16:50 am by 766 »
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Offline Bobboau

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the problem with the gatling turrets is that they rotate while fireing, it isn't a singular event so that will have to wait for linked animations. unless you want something were it rotates once for every time it fires.
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DEUTERONOMY 22:11
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Offline Goober5000

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Linked animations is already possible.  I added functionality awhile back for submodels to rotate while a primary weapon is firing.

 

Offline Carl

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great. now we just need Bob to put in IK skeletons and we can have really fancy turrets :D
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Nuke

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Quote
Originally posted by Goober5000
Linked animations is already possible.  I added functionality awhile back for submodels to rotate while a primary weapon is firing.


thanks goober :D
runs off and plays with gatling guns.

Quote
Originally posted by Bobboau
the problem with the gatling turrets is that they rotate while fireing, it isn't a singular event so that will have to wait for linked animations. unless you want something were it rotates once for every time it fires.


if you made the gun rotate an x number of degrees for every shot that might work. then its just a mater of making the turret fire fast enough to make it look like a constant rotation.  it wouyld need to be a pulse trigger that doesnt reset its self. it woud just rotate an additional x degrees from its previous position. it would be up to the modder to properly time the animation with the wepon.
« Last Edit: January 06, 2005, 04:07:50 am by 766 »
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Offline Bobboau

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that could work but it would have to be precisely timed
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Black Wolf

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Quote
Originally posted by Grimloq
oh pleez... MAKE THE TIMEWARP STOOOOOOP!!!


Hell no! In fact, let's do it again!
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline Nuke

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Quote
Originally posted by Bobboau
that could work but it would have to be precisely timed


i figure most modders are smart enough to operate a calculator. :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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