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FPSC Classic Product Chat / Deleting sequence animation

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drew4663
18
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Joined: 29th Apr 2006
Location:
Posted: 11th Apr 2007 05:37
I'm not sure if I am using the correct terminology but one of my issues with the ai is the time it takes for them to fire upon me. I walk up to the character and sometimes it takes me firing at him to even begin to attack. When the ai do attack they always take it upon themselves to load there gun before firing. This allows me to kill them without them even having a chance or being any kind of threat to me.

I would like them to be ready to fire as soon as they see me. So my question is whether or not I can remove that sequence (again, not sure if this is the correct terminology) or if this is an easy fix something that I missed? I am using v1.5.2beta. Any comments would be appreciated. Thank you.
drew4663
18
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Joined: 29th Apr 2006
Location:
Posted: 12th Apr 2007 03:13
No help?
drew4663
18
Years of Service
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Joined: 29th Apr 2006
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Posted: 12th Apr 2007 05:47
Does anyone have a list of what these animations do? This is taken from the Specialist (machine gun)

;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,189
anim11 = 0,19
anim12 = 20,39
anim13 = 493,522
anim14 = 40,59
anim15 = 60,79
anim16 = 523,552
anim17 = 120,139
anim18 = 140,159
anim20 = 80,99
anim21 = 100,119
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,189
anim61 = 0,19
anim62 = 20,39
anim63 = 882,911
anim64 = 40,59
anim65 = 60,79
anim66 = 912,941
anim67 = 120,139
anim68 = 140,159
anim70 = 80,99
anim71 = 100,119
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881
BULLSHOCK 2
Retired Moderator
19
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 12th Apr 2007 05:55 Edited at: 12th Apr 2007 05:59
What you need to do is take a look at theire script.

The scripts call the animation by number, and the list that youve posted is the key to the frames. The list below is the list that will tell you what animation number corrisponds to what animation:



And please be patient in awaiting responses. If your asking a legitimate question, they will come.


http://www.seqoiagames.com/seqoiacorp/
drew4663
18
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Joined: 29th Apr 2006
Location:
Posted: 12th Apr 2007 06:03
I think I needed a good kick in the pants and told to look at the manual again. I found what the animations were in the manual. I am being patient. The comment "no help" was a bump. Thank you for your help though. I will look it over now.
Screwed Over
18
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Joined: 9th Jul 2006
Location: nowhere and everywhere
Posted: 12th Apr 2007 22:58
i read somewhere else on the forums that switching the shoot script to snipe.fpi would get rid of the reloading before shooting, but the character crouches instead of stands.

best of the rest!

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