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FPSC Classic Product Chat / Extra animations...

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A dude
16
Years of Service
User Offline
Joined: 15th Mar 2010
Location: The Solar System
Posted: 6th Jan 2012 22:33
I went into the autoslug folder in gamecore and I found a readme file. It lists extra animations for the gun like, melee, grenades, hand door, etc. I wonder how to use those animations. This is what I put in at the end of the gunspec file (or something like that) with no luck:

hand push = 870,888
hand dead = 889,945
hand door key =28
hand door = 946,977
hand button key =28
hand button = 978,997
hand take = 998,1025

ANY help would be GREATLY appreciated.
TheDesertEagle
14
Years of Service
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 6th Jan 2012 23:10
I think its for features that may be added later

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Cyborg ART
19
Years of Service
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 7th Jan 2012 12:34
This was put in since I was hoping that such a feature would be implemented in FPSC. But if you have a mod that lets you play weaponanimations, like Project Blue, then you would be able to have some very cool L4D style animations when pushing a button or picking up something

So for the moment you will have no use for it in an unmodded FPSC.


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Scene Commander
Support Manager
18
Years of Service
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Joined: 3rd May 2008
Location:
Posted: 7th Jan 2012 19:15
I've just added playgunanimation=x y to the source, where x is the start animation and y is the endanimation. This allows access to any of the animations within a gun build and will let everyone use these great additional frames.

http://jimjamsgames.yolasite.com
Cyborg ART
19
Years of Service
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 7th Jan 2012 19:33
Great! Is this a fpi command? If so, I think we should be able to select a certain weapon since not all weapons use the same keyframes for animations.

Or, if possible having the abillity to state a certain animation in the gunspec and then call it by name from the fpi. That way we dont have to make a script that check for each weapon etc, it would be useful for making scripts for all current and future weapons without modifying the script.

Cheers!


- A secret signature -
Scene Commander
Support Manager
18
Years of Service
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Joined: 3rd May 2008
Location:
Posted: 7th Jan 2012 19:41
Hi, yes, it's an fpi command. I've only tested it with the default weapons. I left it open ended to allow a greater level of flexibility, but I see your point.

I hope that there will be another beta very soon, so I'll have a think about ways to improve this feature afterwards. As you're a modeller I'm open to suggestions and you've most likely got more of an idea of the sort of things you'd like to see.

http://jimjamsgames.yolasite.com
Cyborg ART
19
Years of Service
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 7th Jan 2012 20:13
I could send you an e-mail tomorrow


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Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 7th Jan 2012 20:47 Edited at: 10th Jan 2012 19:14
Quote: "I could send you an e-mail tomorrow"


Sure, if you'd prefer.

*EDIT* to include .exe for Cyborg Arts (and anyone else who wants to play)

http://jimjamsgames.yolasite.com

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