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#1 | |||
![]() Join Date: Nov 2011
Posts: 15
Location: Mikkeli
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A cool thing i discovered.
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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#2 |
![]() Join Date: Aug 2010
Posts: 2,515
Location: The glorious metropolis of Pyongyang
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this is nice. 'd love to have this in PR
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#3 |
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PR:BF2 Developer
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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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#4 |
![]() Join Date: Nov 2011
Posts: 15
Location: Mikkeli
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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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#5 |
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AWESOME!
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If you think something is impossible, let someone who doesn't know that do it
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#6 |
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PR:BF2 Developer
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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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#7 |
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#8 | |
![]() Join Date: Nov 2011
Posts: 15
Location: Mikkeli
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Quote:
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 --- Code:
ObjectTemplate.create Camera us_bipod_Camera_UnZoomed ... ... ... ObjectTemplate.CameraId 1001 Code:
ObjectTemplate.create Camera us_bipod_Camera_Zoomed ... ... ... ObjectTemplate.CameraId 1002 | |
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#9 | |
![]() Join Date: Nov 2011
Posts: 15
Location: Mikkeli
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Quote:
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#10 |
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PR:BF2 Developer
![]() Join Date: Oct 2005
Posts: 907
Location: Malmo
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now THIS is indeed good news!
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