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Full Version: FIXING THE AMERICAN OFFICER
SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
adrianeyves
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? huh.gif huh.gif biggrin.gif
ComradeGeneral
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
adrianeyves
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)
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