Still need help with an ambush and a problem with Jango anim
Posted: Wed Jan 07, 2009 6:34 pm
by Commander_Fett
Well, thanks to a genorous amount of help and patience from RepSharpshooter, I now have a working ambush, sort of. The AI now spawn (yipee!), but only seven spawn for some reason, and instead of attacking the player, they just stand absolutely still. My LUA refering to the side:
I've checked in ZE, there are 8 nodes on the path, but only 7 AI spawn. Can someone help?
EDIT: Also, I downloaded DarthD.U.C.K.'s dual pistol anims, and I got them working, but whenever you're not moving, jango stands up perfectly straight. This looks kinda wierd, is there a way to fix this?
What I did: I copied Jangos basepose and DarthD.U.C.K.'s pistol anims to an animationbank folder, renamed the "pistols" in the anims names to "pistol", and munged it to my side. do I need anything else to stop him from looking like a statue?
Like this:
Hidden/Spoiler:
Re: Still need help with an ambush and a problem with Jango anim
Posted: Thu Jan 08, 2009 2:03 am
by DarthD.U.C.K.
hmm, try to remove the _full at the end of the unmunged anims mesh, if he still stands like this try to add _upper
Re: Still need help with an ambush and a problem with Jango anim
Posted: Thu Jan 08, 2009 5:54 pm
by Commander_Fett
Okay, I removed the idle anim and it worked fine. But can anyone answer my previous question?
Note: this is the anims foir the wristrocket, so InitialSalvoDelay = "0.46" // 14 frames
has to be there for it to work.
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 1:38 am
by Maveritchell
You've got to try and experiment, there's no way everyone can spoonfeed every little test you can run on .odf parameters.
Regardless, ShotDelay will work, I suggest you try setting it to something besides 0.0. (If you just think about the mechanics of zero shot delay it should be apparent why this won't work.)
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 2:17 am
by DarthD.U.C.K.
did you try to remove the _full from the idle?
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 6:55 pm
by Commander_Fett
@Maveritchell: I tried .1 and .05 earlier, and those didn't work either. I used the code from a working flamethrower of mine (except forthe InitialSalvoDelay = line), I just added it to my odf, commented out the old stuff, and removed the InitialSalvoDelay = line from the new one.
@DarthD.U.C.K.: No, though I might try that.
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 7:36 pm
by Maveritchell
Try cleaning. That is the line that does it, unless I'm just misinterpreting what you want done.
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 8:23 pm
by Commander_Fett
No luck after a clean. I can make it fire contiuously by deleting InitialSalvoDelay = 0.46, but then the anim doesn't play. If I don't delete it, the anim plays, but it only fires a shot every 0.46 seconds.
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 8:44 pm
by Maveritchell
Are you talking about animations or shot mechanics? You started off asking about how to get a shot to fire at a certain speed.
Re: Still need help with an ambush and a problem with Jango anim
Posted: Fri Jan 09, 2009 9:03 pm
by Commander_Fett
Well, I wanted to be able to fire at a certain speed with it still playing the wristrocket anim.
Re: Still need help with an ambush and a problem with Jango anim