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FPSC Classic Product Chat / Activating Full Stock Hands Animations??

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anayar
16
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 13th Aug 2011 10:47
Quick questions guys,

I was working on my weapons pack and noticed that there were a great deal of great animations that werent explained in the gunspec. I was wondering hoe to activate these animations and also how to make them play in FPSC.

If the above wasnt clear enough, here is the short and sweet version of my question:
How do I get the animation frames that come with the stock hands to play in FPS Creator?

Id love any insight into this because I would like to have these animations added to the gunspec and guns before the release fo the pack.

Cheers,
Anayar


For KeithC
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 13th Aug 2011 12:49 Edited at: 13th Aug 2011 12:50
You'll find that the weapons in FPSC can have many uses.

I'm on a laptop and can't really take a look at anything,but I do remember a few commands.

1.You can have multiple fire animations (works best for melee)
fire start = x,x
fire end = x,x


Those are the initial anims

fire start 2 = x,x
fire end 2 = x,x

fire start 3 = x,x
fire end 3 = x,x


Same thing goes for the melee animations

melee start = x,x
melee end = x,x

melee start 1 = x,x
melee end 1 = x,x


To setup melee animations you must assign a key to the gunspec

melee key = 33 (F)
melee range = 50 (half a segment)

There are also blocking commands which I'm not too sure of off-top.
You can assign alt animations for pretty much everything.If your weapon has a grenade launcher attached and you don't want to make 2 separate weapons , that's where the alt animations come in handy.

alt fire start
alt fire end
etc.

The reason there's a start and end animation sequence is fairly obvious.Let's say you have a knife animation.Before you make contact with the enemy you can't really damage him (during a swing).The engine damages the enemy after the start animation is played.At the start is where you should put the "knife swing" frames,and at the end the rest(stab,etc.).

Keep in mind some animations may be reserved for mods like PB that support weapon scripting.

Sorry for the lousy explanation,but hope this helps.
And yay for me finding internet in the middle of nowhere...

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
anayar
16
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 13th Aug 2011 15:43
Thanks so much mate!

Im a complete idiot... I just found a complete list of gunspec commands by Ched80... he did a GREAT job on that BTW. Anyways, thanks for the help Gencheff... and buddy, stay off the forums when your on vacation lol. If you have a gf shes not going to like ti (mine sure doesnt )

P.S: The G36 with melee animations looks pretty dang awesome... expect a screenshot within a few days (on the weapons thread that is )

Cheers,
Anayar


For KeithC

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