ODF property to play animation when key is pressed?

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fiddler_on_the_roof
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ODF property to play animation when key is pressed?

Post by fiddler_on_the_roof »

is it possible to include in something's .odf that when a key is pressed, it plays an animation?

and how would it be done?

thanks in advance
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Fiodis
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Re: is it possible with animations.

Post by Fiodis »

This is done through a .combo file for melee users or a animset and fire animations for a normal weapon user.
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Re: ODF property to play animation when key is pressed?

Post by mswf »

The only thing I could think of if you'd want to use it for a weapon, is making a repeating weapon with "0" ammo. Then, when you'd fire, you'd automatically reload. (so that'd be your custom animation)
Though it would't be a very usefull weapon. (or, if you make the weapon have only 1 "bullet", then make it ordnance that doesn't do any damage at first, but after a small period of time, making it look like the animation does damage)
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Re: ODF property to play animation when key is pressed?

Post by fiddler_on_the_roof »

fiddler_on_the_roof wrote:is it possible to include in something's .odf that when a key is pressed, it plays an animation?

and how would it be done?

thanks in advance
also, I was wondering if it work just like that for ships as well? That was what i was mainly looking for.

thanks
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

There's no ODF function that makes the character go through an animation when a key is pressed directly. What I'm saying is that there are indirect ways to do it (fire animations of weapons, as I suggested). As vehicles have no fire animation, this workaround cannot be implemented with vehicles.

What do you need this for, and what is the effect you wish to achieve? If you tell us this, perhaps we'd think of another workaround altogether.
mswf wrote:The only thing I could think of if you'd want to use it for a weapon, is making a repeating weapon with "0" ammo. Then, when you'd fire, you'd automatically reload. (so that'd be your custom animation)
Though it would't be a very usefull weapon. (or, if you make the weapon have only 1 "bullet", then make it ordnance that doesn't do any damage at first, but after a small period of time, making it look like the animation does damage)
@ mswf - You're making the reload anim the custom one in this suggestion? Why not just the fire anim?
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Re: ODF property to play animation when key is pressed?

Post by Darth_Squoobus »

Fiodis wrote:There's no ODF function that makes the character go through an animation when a key is pressed directly. What I'm saying is that there are indirect ways to do it (fire animations of weapons, as I suggested). As vehicles have no fire animation, this workaround cannot be implemented with vehicles.

What do you need this for, and what is the effect you wish to achieve? If you tell us this, perhaps we'd think of another workaround altogether.
Actually, certain figters like the X-wing and Vulture droid go through animations on takeoff.
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Re: ODF property to play animation when key is pressed?

Post by kinetosimpetus »

Fiodis wrote:As vehicles have no fire animation, this workaround cannot be implemented with vehicles.
i believe the emphasis was on "fire" not "no"
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

Fiodis wrote:There's no ODF function that makes the character go through an animation when a key is pressed directly. What I'm saying is that there are indirect ways to do it (fire animations of weapons, as I suggested). As vehicles have no fire animation, this workaround cannot be implemented with vehicles.


KS is correct. Vehicles (insofar as I have seen, which I like to think is quite a lot) have no fire animations.
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Re: ODF property to play animation when key is pressed?

Post by fiddler_on_the_roof »

well, i wanted to make it so that if you say, pressed "f", the s-foils on fighters would go up or down, depending on their current status.
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

Ah, you want to be able to switch between combat and noncombat modes with, say, an Xwing? That's tricky, I'm not sure if it's possible...I'll think on it and get back to you.
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Re: ODF property to play animation when key is pressed?

Post by fiddler_on_the_roof »

ok, thanks
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

Right, a quick search of some shipped flyer animations (just to make certain that the only one is the takeoff animation) was discouraging: this indeed was the case.

There was one that stood out, however. rep_fly_vtrans had "dropoff" instead of "takeoff", as all the others had. Anyone know what this is?

EDIT - Ah, actually, the snowspeeder has all_snowspeeder_9pose instead of takeoff. What's this about, too? I don't notice any animations at all on snowspeeders....
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Re: ODF property to play animation when key is pressed?

Post by kinetosimpetus »

depending on speed, and left or right turns, the flaps raise and lower
edit: flaps = airbrakes i think
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

kinetosimpetus wrote:depending on speed, and left or right turns, the flaps raise and lower
edit: flaps = airbrakes i think
Flyers can't do that, that's only for hover vehicles.
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Re: ODF property to play animation when key is pressed?

Post by kinetosimpetus »

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Re: ODF property to play animation when key is pressed?

Post by AceMastermind »

Fiodis wrote:Flyers can't do that, that's only for hover vehicles.
The classlabels "flyer" and "hover" both support 9pose animations
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Re: ODF property to play animation when key is pressed?

Post by Fiodis »

Oh my gosh. I had forgotten about that.

Well, then, Fiddler, it seems it may be possible to get the s-foils to fold down when you're turning/decelerating....not exactly what you wanted, but at least it's something....

But does anyone know what the dropoff animation does?
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Re: ODF property to play animation when key is pressed?

Post by AceMastermind »

Fiodis wrote:But does anyone know what the dropoff animation does?
It looks like an old unused animation for the LAAT/C to drop ATTEs in the Clone Wars game.
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