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Problems with "rock worm"
Neelke Offline
Senior Member

Posts: 668
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Joined: Apr 2013
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#1
Problems with "rock worm"

Now, I've made a script where you trick a rock worm to break down a door for you. The script works as it should, but the worm is somewhat screwed up. His animation is an eating one and called rockworm_attack_static. But once spawned, even in the Level Editor, he starts the animation immediately. I want it to start the animation when the entity is active. But I don't know how to change that. Could you guys help me out?

<Entity>
<EditorSession>
<Performance CamClipPlanes="0.05 1000" LightsActive="true" PSActive="true" ShowFog="true" ShowSkybox="true" WorldReflection="true" />
<ViewportConfig BGColor="0.2 0.2 0.2 1" GAmbientLight="true" GPointLight="true" GridSnap="true" GridSnapSeparation="0.25" SelectedViewport="3" UsingEnlargedViewport="true">
<Viewport CameraPosition="0 0 180" CameraTarget="0 0 0" CameraZoom="0" GridHeight="0" GridPlane="2" Preset="0" RenderMode="1" ShowAxes="true" ShowGrid="true" UsingLTCam="false" />
<Viewport CameraPosition="180 0 0" CameraTarget="0 0 0" CameraZoom="0" GridHeight="0" GridPlane="0" Preset="1" RenderMode="1" ShowAxes="true" ShowGrid="true" UsingLTCam="false" />
<Viewport CameraPosition="0 180 0" CameraTarget="0 0 0" CameraZoom="0" GridHeight="0" GridPlane="1" Preset="2" RenderMode="1" ShowAxes="true" ShowGrid="true" UsingLTCam="false" />
<Viewport CameraPosition="7.30446 7.41452 -2.83752" CameraTarget="-1.22092 -0.375319 -1.63957" CameraZoom="1.46013" GridHeight="0" GridPlane="1" Preset="3" RenderMode="0" ShowAxes="true" ShowGrid="true" UsingLTCam="false" />
</ViewportConfig>
</EditorSession>
<ModelData>
<Entities />
<Mesh Filename="entities/thefugitive_episode2/rock_worm/character_rockworm_attack_z-.dae">
<SubMesh Active="true" ID="87" Material="" Name="polySurface12" Rotation="0 0 0" Scale="1 1 1" SubMeshID="0" Tag="" WorldPos="0 0 0" />
</Mesh>
<Bones>
<Bone ID="88" Name="Root" />
<Bone ID="89" Name="Head" />
<Bone ID="90" Name="FrontHead" />
<Bone ID="91" Name="Mouth" />
<Bone ID="92" Name="Teeth08" />
<Bone ID="93" Name="Teeth08End" />
<Bone ID="94" Name="Teeth04" />
<Bone ID="95" Name="Teeth04End" />
<Bone ID="96" Name="Teeth01" />
<Bone ID="97" Name="Teeth01End" />
<Bone ID="98" Name="Teeth07" />
<Bone ID="99" Name="Teeth07End" />
<Bone ID="100" Name="Teeth02" />
<Bone ID="101" Name="Teeth02End" />
<Bone ID="102" Name="Teeth06" />
<Bone ID="103" Name="Teeth06End" />
<Bone ID="104" Name="Teeth03" />
<Bone ID="105" Name="Teeth03End" />
<Bone ID="106" Name="Teeth05" />
<Bone ID="107" Name="Teeth05End" />
<Bone ID="108" Name="joint1" />
<Bone ID="109" Name="joint2" />
<Bone ID="110" Name="joint3" />
<Bone ID="111" Name="joint4" />
<Bone ID="112" Name="joint5" />
<Bone ID="113" Name="joint6" />
<Bone ID="114" Name="joint7" />
<Bone ID="115" Name="joint8" />
</Bones>
<Shapes>
<BodyShape Active="true" ID="117" Name="Shape_1" RelativeRotation="1.5708 0 0" RelativeScale="1 1 1" RelativeTranslation="0 0 0" Rotation="1.5708 0 0" Scale="1 7.25 1" ShapeType="Cylinder" Tag="" WorldPos="0 0.75 0.75" />
</Shapes>
<Bodies>
<Body Active="true" AngularDamping="0" BlocksSound="false" BuoyancyDensityMul="1" CanAttachCharacter="true" CollideCharacter="true" CollideNonCharacter="true" ContinuousCollision="true" HasGravity="true" ID="118" LinearDamping="0" Mass="0" Material="Default" MaxAngularSpeed="0" MaxLinearSpeed="0" Name="Body_1" PushedByCharacterGravity="true" Rotation="0 0 0" Scale="1 1 7.25" Tag="" UseSurfaceEffects="true" Volatile="false" WorldPos="0 0.75 0.75">
<Shape ID="117" />
</Body>
</Bodies>
<Joints />
<Animations />
</ModelData>
<UserDefinedVariables EntitySubType="" EntityType="NPC">
<Var Name="Health" Value="100" />
<Var Name="Toughness" Value="0" />
<Var Name="MaxFocusDistance" Value="0" />
<Var Name="MainPhysicsBody" Value="" />
<Var Name="ShowMesh" Value="true" />
<Var Name="DissolveOnDestruction" Value="false" />
<Var Name="DissolveTime" Value="1.0" />
<Var Name="EffectsOnSound" Value="" />
<Var Name="EffectsOffSound" Value="" />
<Var Name="EffectsOnTime" Value="1" />
<Var Name="EffectsOffTime" Value="1" />
<Var Name="EffectsOffLightColor" Value="0 0 0 0" />
<Var Name="EffectsOffLightRadius" Value="-1" />
<Var Name="ShowHints" Value="true" />
<Var Name="StaticMoveCheckCollision" Value="false" />
<Var Name="StaticMoveStartSound" Value="" />
<Var Name="StaticMoveStopSound" Value="" />
<Var Name="StaticMoveLoopSound" Value="" />
<Var Name="RandomizeAnimationStart" Value="true" />
<Var Name="MoveHeadBones" Value="" />
<Var Name="MoveHeadBoneMuls" Value="" />
<Var Name="HeadMoveSpeedMul" Value="1" />
<Var Name="HeadMoveMaxSpeed" Value="1" />
<Var Name="MaxHeadAngle" Value="30" />
</UserDefinedVariables>
</Entity>

If you guys need this.
(This post was last modified: 08-10-2013, 12:49 PM by Neelke.)
08-10-2013, 12:48 PM
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Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#2
RE: Problems with "rock worm"

If they start the animation immediately, this means the default .dae file of theirs has an animation on it (the one you actually drop into the editor, not any .dae_anim files)... The Grunt does this. While he has a separate idle animation, his .dae model has the idle animation exported on it as well, which is why he moves when placed in the editor. WHEREAS the Brute, has an idle animation, but his .dae model has no animation, so he stands in a T-pose in the editor.

Hope this helps in understanding it in some way. I'd try taking the animation out of the default .dae file or replacing it with one you like better.
(This post was last modified: 08-11-2013, 08:01 AM by Statyk.)
08-11-2013, 07:55 AM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#3
RE: Problems with "rock worm"

And where do I change this in the dae file? I understand what you mean but I'm a little bit scared that I will screw him up
08-11-2013, 07:01 PM
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Statyk Offline
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Posts: 4,390
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#4
RE: Problems with "rock worm"

That would have to be done in a 3D modelling program like Autodesk Maya 2011
08-12-2013, 03:16 AM
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7heDubz Offline
Posting Freak

Posts: 1,329
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#5
RE: Problems with "rock worm"

(08-11-2013, 07:01 PM)Neelke Wrote: And where do I change this in the dae file? I understand what you mean but I'm a little bit scared that I will screw him up

Just copy and paste the .dae file and mess with the copied one, if you ever mess him up just delete and recopy.

08-12-2013, 03:28 AM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#6
RE: Problems with "rock worm"

I just can't get it to work the way I want it. It is too complex for me at the time.
08-12-2013, 12:17 PM
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Daemian Offline
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#7
RE: Problems with "rock worm"

Then try this:

Make a copy of the worm and set it as Object Static.
Then use PlayPropAnimation to play the animation you want.
After it fulfilled its purpose, disable it and enable the real one.

Careful; It works on cats too. (?)

08-12-2013, 12:49 PM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#8
RE: Problems with "rock worm"

Hmm, that could work. Let me give it a go.
08-12-2013, 09:40 PM
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