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Pilot animation for turret [Solved]
Posted: Mon Jan 29, 2007 6:33 pm
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.
pilot animation types available
Posted: Mon Jan 29, 2007 11:56 pm
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
RE: Re: More turret fun
Posted: Tue Jan 30, 2007 12:17 am
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.
RE: Re: More turret fun
Posted: Tue Jan 30, 2007 12:38 am
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?
Primitives setup for turret
Posted: Tue Jan 30, 2007 12:46 am
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.
Posted: Tue Jan 30, 2007 2:18 am
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.
Posted: Tue Jan 30, 2007 7:03 pm
by Razgriz
Begging doesnt help and it really annoys people when you do that...
Posted: Tue Jan 30, 2007 7:34 pm
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.
Posted: Tue Jan 30, 2007 7:48 pm
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.
Posted: Tue Jan 30, 2007 7:49 pm
by EGG_GUTS
Posted: Wed Jan 31, 2007 3:36 am
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?
Posted: Wed Jan 31, 2007 4:01 am
by Penguin
Try rotating the dummyroot 90
Posted: Wed Jan 31, 2007 5:47 am
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
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

This was he'll 'jump out' from the right side - hopefully

Posted: Wed Jan 31, 2007 6:42 am
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
Posted: Wed Jan 31, 2007 7:07 am
by Qdin
Yep - follow the blue arrow!
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

Posted: Wed Jan 31, 2007 7:14 am
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
Posted: Wed Jan 31, 2007 3:29 pm
by Qdin
Isn't that the same? O.o
yea-yea - just do it
