FIXING THE AMERICAN OFFICER |
FIXING THE AMERICAN OFFICER |
29 Jul 2017, 12:31
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#1
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Group: Members Posts: 31 Joined: 21 April 2017 From: Philippines Member No.: 15078 |
Well i Sheet by a bug where the american officer where :
if its health is 20% ,its animation will not coordinate where it look like crazy ... try testing it using worldbuilder by yourself - did anyone knows how to fix this? -------------------- Conflict of interest , I Have Interest In Conflict.
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29 Jul 2017, 16:48
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#2
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Group: Members Posts: 22 Joined: 5 June 2016 From: Murica Member No.: 12935 |
I think he's doing the parachuting animation when idle, and when he moves, he takes off the parachute, but since there is no parachute it looks weird. 95% sure I fixed it in the dumb shockwave mod. Although I think he still plays the 'drawing gun' animation backwards, not sure off the top of my head.
This should work. If it doesn't, I'm bad. CODE Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes ;NORMAL STANDING DefaultConditionState Model = AICIAOff_SKN IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21 ;Regular spice animations IdleAnimation = AIOFCR_SKL.AIOFCR_IDA IdleAnimation = AIOFCR_SKL.AIOFCR_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_STAND End ConditionState = MOVING Animation = AIOFCR_SKL.AIOFCR_RNA AnimationMode = LOOP ParticleSysBone = None InfantryDustTrails End ; NORMAL ATTACK ;-------------------------------------------------------- ; Drawing gun ConditionState = PREATTACK_A Animation = AIOFCR_SKL.AIOFCR_ATAST AnimationMode = ONCE End AliasConditionState = PREATTACK_A MOVING AliasConditionState = PREATTACK_A FIRING_A AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A ; Firing gun ConditionState = FIRING_A Animation = AIOFCR_SKL.AIOFCR_ATALP AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIOFCR_SKL.AIOFCR_ATALP AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End AliasConditionState = RELOADING_A AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_A TRANS_STAND Animation = AIOFCR_SKL.AIOFCR_ATAED AnimationMode = ONCE End ;-------------------------------------------------------- ConditionState = DYING Animation = AIOFCR_SKL.AIOFCR_DTA Animation = AIOFCR_SKL.AIOFCR_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIOFCR_SKL.AIOFCR_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AIOFCR_SKL.AIOFCR_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AIOFCR_SKL.AIOFCR_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = AIOFCR_SKL.AIOFCR_CHA AnimationMode = LOOP End ;PARACHUTING ANIMATIONS ;@TODO - MISSING ANIMATION FILE ;ConditionState = FREEFALL ; Animation = AIOFCR_SKL.AIOFCR_PFL ; AnimationMode = LOOP ; TransitionKey = TRANS_Falling ;End ;AliasConditionState = FREEFALL ;AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AIOFCR_SKL.AIOFCR_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AIOFCR_SKL.AIOFCR_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AIOFCR_SKL.AIOFCR_PTD AnimationMode = ONCE End ConditionState = UNPACKING Animation = AIOFCR_SKL.AICIAOFF_PLNT AnimationMode = ONCE End AliasConditionState = MOVING UNPACKING End -------------------- Shockwave "Good" Balance Mod:
ModDB Page Latest date: October 3rd, 2017 Update 15 includes a life worth living. |
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31 Jul 2017, 11:52
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#3
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Group: Members Posts: 31 Joined: 21 April 2017 From: Philippines Member No.: 15078 |
Well i think your not right even if the model does not have any parachuting animation it will not occur (the crazy standing animation)
Btw i tested several times fixing it using the original - Observation - the code of american officer and cia agent is the same only model has changed ,,, same bug occuring , changing the code will cause a unfindable error in worldbuilder keep saying IN Civilianunit.ini was an error in line" 556 "(where the code are placed) Conclusion -the bug is made by unfinished code and also this bug occuring in cineunits (cinematic - only unit) Edit: Fixing - i already fixed it ,now its working properly, using the ranger code (I implemented the """animation name""" into it and deleted the unnecessary) -------------------- Conflict of interest , I Have Interest In Conflict.
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