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FPSC Classic Product Chat / Airmod Blocking Animations?

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Hyperion
16
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Joined: 6th Dec 2009
Location: A mere figment in your imagination
Posted: 23rd Dec 2009 19:35
Ok so i have Fenix Mod(which has Airmod) and some EAI melee weapons.I see in the videos they have more than one attack and they also have blocking.How would i use their blocking animations?
I have:
Old Chainsaw
Telescoping Baton
Combat Knife
Femur
Machete
and Truncheon
Thanks,
-Hyperion


"War does not prove who is right,only who is left"
A r e n a s
18
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Posted: 23rd Dec 2009 21:27
I think that it is right click as opposed to left click. Thats how it works with GDE and Knife. Not all EAI weapons have the animation so be careful. I dont think thatthe Truncheon, Femur and Machete have it.

Hyperion
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Posted: 23rd Dec 2009 22:40
As far as i saw in the video,at least femur and machete have it


"War does not prove who is right,only who is left"
Hockeykid
DBPro Tool Maker
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Posted: 23rd Dec 2009 22:41
Quote: "As far as i saw in the video,at least femur and machete have it"


Yes,but I believe the ones off of the GCS are setup to work for PB, you'll have to change the gunspec to get it to work in Airmod.

Plystire
23
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Posted: 24th Dec 2009 03:26
Knowing Errant, he probably has all of the setups in the gunspec, but the ones that aren't expected to be used are commented out. Check to see if he has any commented out settings int he gunspec that relate to Airmod.


The one and only,


Hyperion
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Posted: 24th Dec 2009 04:07
Thanks Ply,ill look and see what i can do
-Hyperion


"War does not prove who is right,only who is left"
Hyperion
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Posted: 24th Dec 2009 04:56
Turns out,Errant comments all the blocking animations of all his melee weapons.I just went through and uncommented them.Thanks for pointing that out Ply,if i would have read the descriptions more carefully i wouldve known


"War does not prove who is right,only who is left"
Plystire
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Posted: 24th Dec 2009 07:14
Glad I could help out.


The one and only,


French gui
22
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Location: France
Posted: 24th Dec 2009 13:10 Edited at: 24th Dec 2009 13:13
Talking about that I've EAI's shield, uncommented required lines and now I have the nice blocking animation, but that ****** dwarf can always hit me. Is there something I can do to avoid it?

[edit] ****** for 'evil' of course, hum...
Errant AI
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Posted: 24th Dec 2009 18:11
Quote: "Turns out,Errant comments all the blocking animations of all his melee weapons."


As Ply said, I comment out all sorts of stuff

The old melee weapons have it commented out because Airmod was still in the formative stages at the time. The later ones have simple block commented out to allow for my preferred blocking type which is Ply's compound blocking.

Quote: "Talking about that I've EAI's shield, uncommented required lines and now I have the nice blocking animation, but that ****** dwarf can always hit me. Is there something I can do to avoid it?"


Enabling block in the gunspec only allows the animation to play and a condition to be set. You need to put the blocking/not blocking (not the real term) condition check in the character's AI script for simpleblock to have any meaningful effect.
French gui
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Posted: 24th Dec 2009 18:22
Thanks a lot!
ambideXter
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Location: The Netherlands
Posted: 31st Jan 2010 00:25
I understand it needs a script. I can't script very well but after a lot of hours and hours and testing i might be able to script the player invincable for a short moment when blocking. But if you want the player to not get hurt when blocking, but, say something attacked your back at the same time, and that it get's registered and causes normal damage.
Do you have to check for collisions with the shield?
I'm very sorry for asking and i know i should look it up first but i looked it up, i'm still learning and at the very basics of scripting now, and thought i'd bether ask it since a lot of usefull threads are locked, good for looking into but not for asking, and i rather not start a new thread later if this one is still open. French gui if you pulled it can you tell me in what direction i must "look" to get it right?

Thnx.

Errant AI
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Posted: 31st Jan 2010 10:06
I recently posted a brief example of how to modify an AI script to work with AirMod simpleblock: http://forum.thegamecreators.com/?m=forum_view&t=164902&b=21. Might be helpful to you, ambideXter.

With AirMod blocking (such as in Fenix Mod), you can easily have a condition that the enemy be reasonably in front of the player by using inview=1 as a condition. Simpleblock is primarily designed to work against scripted melee enemies but with some creativity can be adapted to shooting enemies.

With compound blocking and bulletblocking in Project Blue/Green Mods, you can set a defense angle when blocking in the weapon's gunspec. However, I think that only applies vs. shooting enemies. You would still need to modify character melee scripts (for characters who don't equip weapons) to recognise blocking is taking place.

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