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Posted

when they should be use?


I want to play an attack animation, playThread seems to work, but only for "attack1", for some reason the "attack2" don't play. In the shape editor I can play any animations.


bob.playThread(0, "attack1");

bob.playThread(0, "attack2");


This don't work.


bob.setActionThread( "attack1", true, true);

bob.setActionThread( attack, 1);


Can anyone how would be use this two? and example of how can use it?

Posted

I can't give you explanationes but here are my confusing experience. I would love explanations, too


I've used and worked for the main player (class AIPlayer, 3rd person beat'em up thing)


bob.destroyThread(0);

bob.playThread(0,"punch");


But take in account that punch animation is a blended animation. If it were not then just walking would stop the animation. It's a pain if you want to kick.


I had problems with setActionThread doing "punch" and walking with the main char. But for NPC (class AIPlayer) this worked:


function SlimeData::onDisabled(%this, %obj, %state)

{

%obj.stop(); //so the death doesn't move

%obj.setActionThread("Death1");

...


and also worked


function AIPlayer::do_atk(%this)

{

%this.setActionThread("bellyhit");

}

Posted

hey @irei1as thanks!


BTW I managed the problem I did something in my animation.cs I think it was copy and renamed some animations and something screw up anyway....


I empty that file and then added all animation again, for me I don't have blend animation, I have one file per animation (.dae)


http://i.imgur.com/e4PHscP.png


and now can do some testing from the console... just fine..

 

new AIPlayer(EnemyBob) { datablock="EnemyData"; position=localclientconnection.camera.getPosition(); };

 

EnemyBob.playThread(0, "attack1");
 
EnemyBob.playThread(0, "attack2");

 


setActionThread never work for me... I need to do more test, sure I miss something. If anyone can trow some enlightenment :roll:



@irei1as I found this links to help us

- https://www.garagegames.com/community/forums/viewthread/93571/1#comment-631013

- http://www.garagegames.com/community/forums/viewthread/75574/1#comment-706009

- http://www.garagegames.com/community/forums/viewthread/1479

Posted

Just to note, movement animations will overrule and disable scripted animations, so if the AI/Player is moving they won't play the animation. You could mount an invisible weaponImage and have the animation play as a recoil animation.

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