Game Development Community

Non standard animations

by Paul Fassett · in Technical Issues · 08/29/2005 (8:14 am) · 1 replies

I have this function that is the beggingin of a combat system, where in the default.bind I have the mouse0 button bound to mouseSwing function. From there I have an echo to the console for testing which simply says, you have swung a sword!, and a command to server that fires the playCel command, which then firew the celwave animation.

That worked great to my surprise :)

I then changed the animation to be played to swing like below.

function mouseSwing(%val)
{
commandToServer('playCel', swing);
echo("You just swung a sword!");
}

For some reason it won't play swing, so my question is this, how do you get non standard aimations, like the ones which already don't exist in the player.cs of the orc, to work in this way? Is there another command you use for non standards? I heard a rumor that there has to be engine mods made, is that true?

#1
08/29/2005 (8:30 am)
Alright never mind. I figured this one out. This is pretty cool how this works.

Basically in your player.cs or whatever you call the cs file that lists out all your animations, you name the animation you want to fire as a cel animation with the word cel in front of it, like for example:

sequence5 = "./airie_swing.dsq celswing";

then when you call the animation you call it like so:

commandToServer('playCel', swing);

Thats awesome. So heres a few new questions I got and one of them might belong in the animation sections so I'll post it there too.

1. Are there any disadvantages to calling animations which fire once then stop in this way like a sword swing, and will it work for animations like sneaking ect which are cyclic?

2. Why is my blend animation for swinging the sword all wonkled. The player has jello arms for some reason it's crazy looking.

3. When I use this animation as a full body cyclic, it continues forever until I move. How do I get it to fire once then stop?