Particle's Custom RPG
Assistance => Assistance & Feedback => Topic started by: Zieg_Feld on August 18, 2003 07:00 am CDT
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Was just wondering if anyone knew the number for a death animation. I opened up the chatmenu.cs from the scripts.vol in the base folder and copied it so I can make my own chat menu with a feign death action. Is there any animations beyond number 12? These are all I could find...
-0-(Over here!)
-1-(Move!)
-2-(Retreat!)
-3-(Stop!)
-4-(Salute!)
-5-(Cheer 1)
-6-(Cheer 2)
-7-(Cheer 3)
-8-(How'd that feel?)
-9-(Come get some!)
-10-(Kneel)
-11-(Stand)
-12-(Wave)
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Just code it in and try it. It might work. I used to know a way how to do it, but I can't remember.
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Couldn't you check the RPG code? It'd have to be in there somewhere.
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Not really. A lot of code is contained in the executable itself, but you are probably right.
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// movement animations:
animData[0] = { "root", none, 1, true, true, true, false, 0 };
animData[1] = { "run", none, 1, true, false, true, false, 3 };
animData[2] = { "runback", none, 1, true, false, true, false, 3 };
animData[3] = { "side left", none, 1, true, false, true, false, 3 };
animData[4] = { "side left", none, -1, true, false, true, false, 3 };
animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
animData[14] = { "fall", none, 1, true, true, true, false, 3 };
animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
animData[19] = { "root", none, 1, true, true, true, false, 3 };
// misc. animations:
animData[20] = { "die back", none, 1, true, false, false, false, 0 };
animData[21] = { "throw", none, 1, true, false, false, false, 3 };
animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
animData[24] = { "apc pilot", none, 1, false, false, false, false, 3 };
// death animations:
animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
// signal moves:
animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
animData[39] = { "sign point", none, 1, true, false, false, false, 1 };
animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
// celebration animations:
animData[43] = { "celebration 1",none, 1, true, false, false, false, 2 };
animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
// taunt animations:
animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
// poses:
animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
// Bonus wave
animData[50] = { "wave", none, 1, true, false, false, true, 1 };
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The only code thats in Tribes.exe is just the engine.. Nothing that effects the game play in there.
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Well theres always the fun way... Check through
"#if {Player::setAnimation(clientid, 0)}"
all the way to
"#if {Player::setAnimation(clientid, 50)}"
Using eViL's list there, I'm sure you can figure out which ones you want.
Hersh