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FPSC Classic Models and Media / Errant AI Guns - Melee Strike Animations in Action! (Screenshots and Video)

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Kravenwolf
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Posted: 26th Nov 2009 08:00 Edited at: 30th Nov 2009 04:09
Errant AI Guns - Melee Strike Animations in Action! (Screenshots and Video)
By Hockeykid (Fenix Mod)


Figured this news was big enough to start its own thread for. And I’m sure Errant will get a kick out of it (All credit goes to Hockeykid…I just took the video and screenshots ).

Youtube Videos:

Melee Animations #1: http://www.youtube.com/watch?v=vUTD_c8O3GE&feature=youtube_gdata

Melee Animations #2: http://www.youtube.com/watch?v=afHNXVc-j10

Slide Lock Animations http://www.youtube.com/watch?v=JjvQq0hTkjE&feature=youtube_gdata


Gunspec commands:

*melee start =
*melee end =
*melee key =
*melee range =
*melee damage=
*empty idle =
*empty move =
*empty reload =
*empty select =
*empty putaway =
*empty melee start =
*empty melee end =
*addtospare =[/i]


Screenshots:











Kravenwolf

Braden 713
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Posted: 26th Nov 2009 08:15
No way man, this is just too cool. Kudo's to Hockeykid for achieving this, and I'll be thrilled to see that video! Very excited about this, hope to see more updates soon man, thanks for sharing

Cheers

Life would be much easier if I had the source code.
Afrokid
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Posted: 26th Nov 2009 09:16
where in the gun spec does it go?
i cant get it to work
im using the latest fenix mod

~Afrokid

The End Is Nigh

And on the 7th day he had a carrot, it was good.
Kravenwolf
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Posted: 26th Nov 2009 09:22 Edited at: 26th Nov 2009 09:22
@Afrokid, the commands haven't been released in Fenix Mod yet, but they will be in the next update.

Kravenwolf

Afrokid
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Posted: 26th Nov 2009 09:25
ahh tht'd be why

looks cool, cant wait to play with them

~afrokid

The End Is Nigh

And on the 7th day he had a carrot, it was good.
Marc Steene
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Posted: 26th Nov 2009 12:47
Looks really good. P.S. Kravenwolf, are those segments for sale anywhere? They're really good.

FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
General Jackson
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Posted: 26th Nov 2009 18:00

Ever since playing COD 1 and 2 i have wanted this for FPSC!!!
I am so excited

Hockeykid
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Posted: 26th Nov 2009 18:10
Little update guys just finished adding

melee start2 =
melee end2 =

this will allow it to switch between 2 different animations (just like airmod example is EAI's crowbar)

EGG HEAD OF DOOM
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Posted: 26th Nov 2009 18:28
when do you think the commands be implemented for the public, Hockeykid and Kravenwolf?

Hockeykid
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Posted: 26th Nov 2009 18:33
Quote: "when do you think the commands be implemented for the public, Hockeykid and Kravenwolf?"


Next release of Fenix Mod.

@all Another update, sound is now supported

PW Productions
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Posted: 26th Nov 2009 19:05
Did you guys fix the pistols being able to shoot really fast when zoomed in? That's the only thing causing me to not use Fenix Mod right now for shooter projects.

Hockeykid
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Posted: 26th Nov 2009 19:08
Quote: "Did you guys fix the pistols being able to shoot really fast when zoomed in? That's the only thing causing me to not use Fenix Mod right now for shooter projects."


Yes

by the way why does everyone refer to it as you guys??? I mean I'm the programmer, in this case Kravenwolf just made the video :S

PW Productions
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Posted: 26th Nov 2009 19:09
Sorry I'm just a fan of Kraven, I guess.

Thanks for fixing it! Oh, one more question, did you get the idle animations working? I love seeing this mod improve; it's amazing

PWP

Hockeykid
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Posted: 26th Nov 2009 19:18
Quote: "did you get the idle animations working"


Yes

Quote: "Sorry"


No problem

PW Productions
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Posted: 26th Nov 2009 19:21
Thank you! Now switching back to Fenix!

EGG HEAD OF DOOM
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Posted: 26th Nov 2009 19:56
Quote: "by the way why does everyone refer to it as you guys??? I mean I'm the programmer, in this case Kravenwolf just made the video :S"


i said that because it seemed that you and Kravenwolf were working together on this melee feature

Kravenwolf
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Posted: 26th Nov 2009 20:08 Edited at: 26th Nov 2009 20:13
@Egg Head, nope. I'm afraid that I'm just the camera guy

@Marc Stene, sorry, I haven't uploaded any of my segments to TCG Store yet.

Kravenwolf

Errant AI
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Posted: 26th Nov 2009 22:24
Haha so cool! I'd forgotten that the snipers have butt-strike anims.

Nice vid, Kravenwolf (screen caps too- i like the 2nd rifle one!) and great codeslinging, Hockeykid!

Quote: "melee start2 =
melee end2 ="


Nice I think most of my GCS pistols have two melee anims. The flippy one like in the vid and a quicker, more direct one.

Thanks for your hard work. I know a lot of people will dig this.
heltor
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Posted: 26th Nov 2009 22:30
Very cool, I have used a rifle butt to the head very effective, trust me, it's one less threat, very nice

"our only limitation is your Imagination" - heltor
Aaagreen
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Posted: 26th Nov 2009 23:00
Quote: "I'd forgotten that the snipers have butt-strike anims."


They do?

Quote: "a quicker, more direct one."


It's animation hunting time.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Kravenwolf
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Posted: 26th Nov 2009 23:25 Edited at: 26th Nov 2009 23:29
Quote: "Haha so cool! I'd forgotten that the snipers have butt-strike anims."


I'm gonna finish sifting through the gunspecs of all of your GCS weapons I have later tonight, and see if I can find any other supported melee features.

I did notice the Skorpion's and the M11's gunspecs have these:




Doesn't seem like there's enough keyframes there to get their melees working though

Kravenwolf

Errant AI
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Posted: 27th Nov 2009 00:47 Edited at: 27th Nov 2009 00:56
Quote: "They do?"


Ya. the M40s and M700s should have the same anim as in that vid.

The m11 looks like a gunspec typo:S

I can confirm both m11 and vz61 melee is 432,456. It's quick but I started making them brisker for less response lag. The anim should do the job.

The SAW and the shotguns are the only GCS guns without melee (I think). The G36C has sort of a lame melee but it exists, for what it's worth (It was added as an after-thought and on that model, the butt is cut off and the right hand is only actually a thumb and a couple fingers).

edit:on the SMGs, the impact frame should be about frame 439. (you also get a semi-neat glimpse of the ejection port area opened up and a round sitting in the magazine since the m11 is open bolt)
Hockeykid
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Posted: 27th Nov 2009 03:11
Quote: "I can confirm both m11 and vz61 melee is 432,456. It's quick but I started making them brisker for less response lag."


Where do you suggest that kravenwolf splits the animation key frames between melee start and melee end?

Kravenwolf
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Posted: 27th Nov 2009 03:35
@Errant, thanks for the help. Got the smgs working like so;




The Skorpion and the M700











Kravenwolf

CoffeeGrunt
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Posted: 27th Nov 2009 21:18
How many EAI weapons have this, or is it a download? Where can I get it from?

Violence isn't the answer, it's the question...
fallen one
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Posted: 27th Nov 2009 21:27
I like those blinds, who did those? Id like them myself.

Hockeykid
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Posted: 27th Nov 2009 21:29
Quote: "How many EAI weapons have this"


A lot of them have melee animations but no other mod has support to make the animations to work. Just so you know the version of Fenix Mod that supports this is not yet been released .

Kravenwolf
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Posted: 28th Nov 2009 00:06 Edited at: 28th Nov 2009 00:07
::UPDATE:: New Video Here



Kravenwolf

heltor
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Posted: 29th Nov 2009 01:26
nice I can feel those strikes. great work

If your not on the edge your taking up to much room!!!!!!!
Errant AI
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Posted: 29th Nov 2009 05:10
Awesome

Can't wait to see the next phase in action.
CoffeeGrunt
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Posted: 29th Nov 2009 14:53
Quote: "A lot of them have melee animations but no other mod has support to make the animations to work. Just so you know the version of Fenix Mod that supports this is not yet been released"


Yeh, but I'm not planning on using this in FPSC, so is it only the GCS models that have the animations?

Violence isn't the answer, it's the question...
Errant AI
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Posted: 29th Nov 2009 16:39
Quote: ", so is it only the GCS models that have the animations?"


Correct. Although there are a few which don't have melee animations included. The ones which do include melee animations mention the fact in their GCS descriptions. You can also check gunspecs to see if additional anims have been included.
Inappropriate Name
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Posted: 29th Nov 2009 18:16
Wow, that looks amazing. How did you get ironsights on those handguns? Did you do that rotating thing in FragMOTION?
PW Productions
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Posted: 29th Nov 2009 23:16
Inappropriate Name, Those ironsights come with the guns you buy off the store. The model pack 9 and 10 weapons are very 'unsturdy' when it comes to ironsights. The store has new versions of the old MP9 & 10 weapons with better animations and again, ironsights.

Kravenwolf, is the melee key 'F'? Just curious I dunno why.

PWP

A r e n a s
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Posted: 30th Nov 2009 01:28
Do you need fenix mod to get the meele working? Or is it just a built in animation cause i know that EAI's Golden Desert Eagle has the same animation as the pistol in that video.

Kravenwolf
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Posted: 30th Nov 2009 01:30
@Arenas, yes, you need the new commands that are in Fenix Mod to use the melee animations. Currently, there isn't any other mod that supports these animations.

Kravenwolf

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Posted: 30th Nov 2009 01:39
Well i was in Project Blue and when i hold down iron sight for a bit too long it meeles.... I am also writing a script for the setup.fpi for meele abilities

Kravenwolf
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Posted: 30th Nov 2009 01:58 Edited at: 30th Nov 2009 01:59
Quote: "Well i was in Project Blue and when i hold down iron sight for a bit too long it meeles"


Are you sure it just isn't looping it's animation that draws it from the hip into iron sights? Because the same thing happens when you hold down the right mouse button in Fenix Mod. The melee animations are ; out in the gunspec files, so their animations wouldn't play anyway unless you've changed that, and added in the new commands.

Kravenwolf

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Posted: 30th Nov 2009 02:02
I had the golden desert eagle and i meeled with it and hit the wall. It was definitely the same animation shown with the pistol in the video.

heltor
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Posted: 30th Nov 2009 02:12
Ah so you need a Mod, once again the limitations of FPSC Rears it's ugly head...........lol

If your not on the edge your taking up to much room!!!!!!!
Kravenwolf
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Posted: 30th Nov 2009 04:04 Edited at: 30th Nov 2009 04:15
UPDATE: NEW SLIDE LOCK ANIMATIONS

When the last round is fired from the magazine, the slide locks back, and remains locked back until a new magazine is put in. Melee animations can still be used when the weapon is out of ammunition.

Video: http://www.youtube.com/watch?v=JjvQq0hTkjE&feature=youtube_gdata (Yes, there are a few bugs, but they'll be addressed before Fenix Mod's next update.)


New Commands:

empty idle =
empty move =
empty reload =
empty select =
empty putaway =
empty melee start =
empty melee end =
addtospare =


Screenshots:





Kravenwolf

PW Productions
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Posted: 30th Nov 2009 04:43
Cool Awesome work hockeykid and uh, thanks for testing it for us, Kraven! This is much more realistic.

Cheers

PWP

Afrokid
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Posted: 30th Nov 2009 09:55
it'll work in fenix..best thing is fenix is free

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Errant AI
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Posted: 2nd Dec 2009 17:28
Quote: "I had the golden desert eagle and i meeled with it and hit the wall. It was definitely the same animation shown with the pistol in the video."


Correct. There are no animations being added by Fenix Mod. The animations have been there all along but Fenix Mod makes them usable. And doing a fine job of it from what I can see.

Digging the slidelock mode- always wanted to see that. Maybe a bug but make sure the correct animations are hooked up to avoid seeing the slide popping to and fro.
Aaagreen
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Posted: 2nd Dec 2009 17:32
I'm actually surprised that the 870P1 doesn't have a melee animation, being as it is a police riot shotgun

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Errant AI
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Posted: 2nd Dec 2009 17:35
Logically it should but the shotgun(s) and SAW were done right when AirMod was taking shape and before I decided to start adding those anims.
Aaagreen
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Posted: 2nd Dec 2009 20:17
Awwww...

Do any of your other TGC store shottys have melee?

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
A r e n a s
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Posted: 2nd Dec 2009 22:09
Quote: "Correct. There are no animations being added by Fenix Mod. The animations have been there all along but Fenix Mod makes them usable."


So that means that it should work in any mod? Someone just needs to add in the commands to the guns script? Does anyone know what a standard universal gun script looks like, i know how to add them into the gunspec, but not whether each weapon needs a specialised one or where the default one is... Can anyone answer me that and i'll modify it to create a meele script (I have it all figured out, i just need the animation of the gun to play when 'F' is pressed which must be done in the guns script.)

Hockeykid
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Posted: 2nd Dec 2009 22:20
Quote: "I have it all figured out, i just need the animation of the gun to play when 'F' is pressed which must be done in the guns script."


and how are you going to call the animations

Kravenwolf
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Posted: 2nd Dec 2009 22:26
@Arenas, I think there may be a little confusion. The animations aren't working with a generic .fpi script. Hockeykid added new commands to Fenix Mod to support them. Whatever mod you're using will need to have these new commands in order to support the new animations. Adding Fenix Mod commands to the gunspec files in Project Blue won't do anything.

Kravenwolf

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