Author Topic: Animations  (Read 2662 times)

0 Members and 1 Guest are viewing this topic.

Zieg_Feld

  • Orc Thrasher
  • ***
  • Posts: 193
  • Reputation: +0/-0
Animations
« on: August 18, 2003 07:00 am CDT »
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)
« Last Edit: December 31, 1969 06:00 pm CST by Zieg_Feld »

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
(No subject)
« Reply #1 on: August 18, 2003 07:41 am CDT »
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.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

bigbigger9

  • Gnoll Fighter
  • **
  • Posts: 73
  • Reputation: +0/-0
(No subject)
« Reply #2 on: August 18, 2003 03:04 pm CDT »
Couldn't you check the RPG code? It'd have to be in there somewhere.
« Last Edit: December 31, 1969 06:00 pm CST by bigbigger9 »
~bigbigger9

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
(No subject)
« Reply #3 on: August 18, 2003 05:52 pm CDT »
Not really.  A lot of code is contained in the executable itself, but you are probably right.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

eViL

  • Uber Menace
  • *******
  • Posts: 1,022
  • Reputation: +0/-0
(No subject)
« Reply #4 on: August 18, 2003 08:22 pm CDT »
// 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 };
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
Quote from: "LastWish || NextWish"
eViL, you were probably the coolest but most misunderstood person in this community.. maybe the rest will find out how cool of a person you are some day, and don't get too mad at the people who dont understand you.. its their loss in the end.

UnderGod

  • Centurian Lord
  • ********
  • Posts: 2,691
  • Reputation: +0/-0
(No subject)
« Reply #5 on: August 18, 2003 09:33 pm CDT »
The only code thats in Tribes.exe is just the engine.. Nothing that effects the game play in there.
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
"The right man in the wrong place can make all the difference in the world"

Hersh

  • Elvin Legion
  • *****
  • Posts: 413
  • Reputation: +0/-0
(No subject)
« Reply #6 on: August 20, 2003 04:32 am CDT »
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
« Last Edit: December 31, 1969 06:00 pm CST by Hersh »

I kissed a drunk girl on the lips.
This post, by its very length, defends itself against the risk of being read.