Pilot animation for turret [Solved]

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Koolaid7g
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Pilot animation for turret [Solved]

Post by Koolaid7g »

Alright, so I was able to successfully make a turret, get it in-game and function. BUT, the character controlling the turret jerks about uncontrollably up and down. It's like he's squatting, up n down. I want the guy to stand straight up, like they do in all the other turrets. What to do?

BTW, he also has no collision geometry, but I think that that's true of all turrets.
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pilot animation types available

Post by AceMastermind »

Koolaid7g wrote:I want the guy to stand straight up, like they do in all the other turrets. What to do?
You can enter a pilot animation name in the turret ODF under PilotPosition:

PilotPosition = "hp_active"
PilotAnimation = "whatever_pilot_animation_you_want "

You can find various pilot animation names in:
BF2_ModTools\assets\Animations\SoldierAnimationBank\human_4

Examples:
standing
man_gun
man_minigun
gallop
drive
ride
minigun_9pose
observeinstruments
ride_shoot
stap_ride
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RE: Re: More turret fun

Post by Penguin »

Turret needs to be made up of primitive collisions, don't ask me how to set them up as I have tried and failed with turret collision.
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RE: Re: More turret fun

Post by Koolaid7g »

@ Ace- Yup, that was my mistake with the spazing: I had "minigun_9pose" for a full, stand-only turret anim. Guess it didn't like that

@Penguin: Like, set up a collision where the soldier would be?
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Primitives setup for turret

Post by AceMastermind »

Here's a pic of how i set up the working collision on my "death_star" turret using 1 collision mesh and 3 primitives.
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Post by Koolaid7g »

Excellent! Collision is taken care of.

Sorry to be a pain in the butt folks, but is the location where you're placed after exiting a turret controlled by a null? I can't seem to be able to exit-spawn directly behind my turret, only off to the left. Which might not be so bad normally, but the turret is placed between two ledges; one on the left and one on the right.
Razgriz

Post by Razgriz »

Begging doesnt help and it really annoys people when you do that...
shade...

Post by shade... »

Begging doesnt help and it really annoys people when you do that...
why doesnt it? i beg to dann and it works lol, no offence dann.
but seriously. why doesnt it. i like his idea.
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Post by Epena »

Umm...yeeeaahhh....
Shade. PM the person who made it saying that you're interested in getting it. Don't spam the boards. And don't swear. And if the user you PMed says no or when the map is released you don't keep on PMing them and begging. That is all.
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Post by EGG_GUTS »

Its already released you can find it here

http://www.gametoast.com/index.php?name ... pic&t=8292
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Post by Koolaid7g »

In any event, getting back on topic.

I haven't been able to find a null for the latest turret issue. Anyone know some possible fixes?
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Post by Penguin »

Try rotating the dummyroot 90
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Post by Qdin »

well, then the model itself will rotate too, and if he rotates the model in ZE he'll just be the same place as before :roll:

The answer is pretty close to Pingy's with an important exception:
You're gonna rotate the meshes 90 degrees so it's placed where it was before :wink: This was he'll 'jump out' from the right side - hopefully :wink:
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Post by Penguin »

you delete the dummy root or move everything under it then retate it.


PS:Kool, aways face your models in the z direction ((Compass in the bottem left, top down view is easier to find out what direction your model is facing
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Post by Qdin »

Yep - follow the blue arrow! :D

What if it calculates where he'll jump out fron the dummyroot? >.>

if it DOES that, it'll still jump out from the same place as before if he just deletes and replaces the DummyRoot with something 100% identical :)
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Post by Penguin »

You said that rotating the dummyroot will rotate the entire model becouse there all ((forgot the word! agh)) under it. So he can either delete the dummyroot or take everything out so he can just rotate the dummyroot around and not the model with it
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Post by Qdin »

Isn't that the same? O.o

yea-yea - just do it :roll:
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