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Old 08-18-2012, 04:11 AM   #1
|HBD|Bad_santa12345
Default 1P Animations on PCOs

A cool thing i discovered.
YouTube Video


It allows 1p animatons with skinnedmesh properties to be used on basicaly any object. But only 1p because the animation triggering is 100% client sided so there can't be 3p reload animations unless someone discovers a way for sending client side commands from python.

I'm not very good at explaining how things work so i will just give you a link to a demo mod with this feature implemented to the stationary m249. I have commented the code as well as i could so it should be easy to reverse engineer. https://dl.dropbox.com/u/52873126/ve...hands_demo.rar
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Last edited by |HBD|Bad_santa12345; 08-18-2012 at 04:15 AM.. Reason: Fixed YouTube link.
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Old 08-18-2012, 04:28 AM   #2
Doc.Pock

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Default Re: 1P Animations on PCOs

this is nice. 'd love to have this in PR


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Old 08-18-2012, 04:47 AM   #3
[R-DEV]Chuc
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Default Re: 1P Animations on PCOs

Thanks so much BadSanta! We'll put this discovery to good use
Is it possible also to have a 'deploy' animation where the player enters the PCO?


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Last edited by [R-DEV]Chuc; 08-18-2012 at 04:52 AM..
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Old 08-18-2012, 04:59 AM   #4
|HBD|Bad_santa12345
Default Re: 1P Animations on PCOs

Quote:
Originally Posted by [R-DEV]Chuc View Post
Thanks so much BadSanta! We'll put this discovery to good use
Is it possible also to have a 'deploy' animation where the player enters the PCO?
Animation can be triggered when quiindex changes so yes it is. Anything that can be used as a variable for "hudBuilder.setNodeShowVariable/setnodeLogicshowVariable" can be used as an animation trigger. Cameras cannot be animated with this system so there won't be animations like open door and then enter vehicle.
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Old 08-18-2012, 04:59 AM   #5
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Default Re: 1P Animations on PCOs

AWESOME!

If you think something is impossible, let someone who doesn't know that do it
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Old 08-18-2012, 05:06 AM   #6
[R-DEV]Chuc
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Default Re: 1P Animations on PCOs

That's fine. So we can't have anything like animated camera shake or camera pans.

Having a look at it now, if you had the entire mesh in the skinnedmesh, and a placeholder in the bundlemesh, could you potentially also animate the weapon independent of the camera as well?

Also, how did you get the right-click ironsights to work? We've always done it by changing the chase-camera :S


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Old 08-18-2012, 05:07 AM   #7
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Default Re: 1P Animations on PCOs

Also this:
YouTube Video


I think that many of his works can be very helpful for PR.


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Old 08-18-2012, 05:44 AM   #8
|HBD|Bad_santa12345
Default Re: 1P Animations on PCOs

Quote:
Originally Posted by [R-DEV]Chuc View Post
Also, how did you get the right-click ironsights to work? We've always done it by changing the chase-camera :S
Two cameras addTemplated to the GenericFireArm or to the PCO and a togglecameracomp for the GenericFireArm.

Code:
ObjectTemplate.activeSafe GenericFireArm uslmg_m249saw_stationary
...
...
...
rem ---BeginComp:ToggleCameraComp ---
rem *** Using this way to zoomin causes a bug of allowing reloading while zoomed. ***
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.startCameraId 1001
ObjectTemplate.zoom.changeCameraId 1002
rem ---EndComp ---
And cameras coded like this.
Code:
ObjectTemplate.create Camera us_bipod_Camera_UnZoomed
...
...
...
ObjectTemplate.CameraId 1001
Code:
ObjectTemplate.create Camera us_bipod_Camera_Zoomed
...
...
...
ObjectTemplate.CameraId 1002
There is no tozoom animation the camera swap will be instantanious when you press the zoom in button.
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Old 08-18-2012, 05:48 AM   #9
|HBD|Bad_santa12345
Default Re: 1P Animations on PCOs

Quote:
Originally Posted by Alek-say View Post
Also this:
YouTube Video


I think that many of his works can be very helpful for PR.
This system uses readbytefrommemory function. Problem is that i have not been able to find a static memory offset to the PrimaryAmmoString so i will have to find it manyally using tsearch each time i restart the game.
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Old 08-18-2012, 05:51 AM   #10
[R-DEV]-=anders=-
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Default Re: 1P Animations on PCOs

now THIS is indeed good news!


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