Product Chat / NPC Death Animation

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JackalHead
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Posted: 29th Oct 2015 23:39 Edited at: 29th Oct 2015 23:41
I got my custom character to run walk and hit you, but I cant get him to play his death animation. What are the death animation frames. cant find them in the npc AI file. Ive got it set to match in the FPE, but that doesnt do anything for some reason.
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JackalHead
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Posted: 29th Oct 2015 23:42
Im using the Fanatasy Character one if that helps
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HarryWever
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Posted: 30th Oct 2015 00:56
Hi
Just checked the fantasy character in fragmotion, but there is no dead animation. I think its because it is used as 3 person view character.

harry
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JackalHead
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Posted: 30th Oct 2015 01:41 Edited at: 30th Oct 2015 01:44
Hmm the barbarian uses ai_fantasycharacter and plays a death animation. So I just dont know. The barbs death animation starts at around frame 733 in fragmotion.
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Pirate Myke
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Posted: 30th Oct 2015 03:01
It is a different biped, with animation at different frames. I opened it up in fragmotion also. Did not see a death animation in it.
I am guessing that ragdoll is taking over at the first frame here maybe.
csi_unarmeddeath = 872,878
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JackalHead
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Posted: 30th Oct 2015 03:42 Edited at: 30th Oct 2015 03:44
Maybe, I dont know. Ive never had such a hard time getting an animation to work in a piece of software. This needs to be made easier. We need a flippen character editor with animation controls soon.
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HarryWever
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Posted: 30th Oct 2015 10:36
or maybe i am looking at the wrong character!!

Harry
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smallg
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Posted: 30th Oct 2015 15:58
are we talking character creator?
they use ragdoll so you can simply set their hp to 0 to let that activate a death
or you can use these set death sequences
csi_unarmeddeath = 4800,4958
csi_unarmedimpactfore = 4971,5021
csi_unarmedimpactback = 5031,5090
csi_unarmedimpactleft = 5171,5229
csi_unarmedimpactright = 5101,5160

life\'s one big game

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Pirate Myke
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Posted: 30th Oct 2015 16:55
I thought they were talking about the fantasy characters. (wizards)
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JackalHead
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Posted: 30th Oct 2015 18:36 Edited at: 30th Oct 2015 18:45
No Im not talking about the character creator. Thats things not worth messing with at this point. Im talking about custom animated characters imported into GG. If they ever add more slots to the the character creator, like shoulder slot arms etc then it might be worth messing with. Instead of what they have on the creator, they just need to have two base models. Male and female naked with tag spots for welding armor etc onto them. Kind of like the Realm Crafter Gubin Editor.

Sorry back to the subject at hand. I am trying to get my custom character that I created to work with the default barbarian animations. I got all animations to work except for the death animation. The NPC dies but doesnt play the death animation. I also can not find the death animation frames in the ai_fantasycharacter lua. Il try that smallg, thanks.
"So let it be written; so let it be done."
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JackalHead
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Posted: 30th Oct 2015 18:48 Edited at: 30th Oct 2015 18:49
Oh theres another good questions How do you get ragdoll to work on custom models? I use blender if that helps any.
"So let it be written; so let it be done."
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JackalHead
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Posted: 30th Oct 2015 20:45
Ok cool got death to work, but how do you slow it down? The animation is playing super fast. Also is there a list somewhere that tells what each animation is? like which one is walking foward etc.
"So let it be written; so let it be done."
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JackalHead
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Posted: 30th Oct 2015 21:52
Bah, now attack wont work WTH?:
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synchromesh
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Posted: 1st Nov 2015 10:49
Great work JackalHead ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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LeeBamber
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Posted: 18th Nov 2015 13:47
Use the command SetAnimationSpeed(1.0) to set the animation to default anim speed, and so 0.5 would be half speed and 2.0 would be double speed. You can trigger the death sequence by adding a new LUA function called:

function ai_fantasytaurus_exit(e)
PlayCharacterSound(e,"onDeath")
ai_soldier_state[e] = "dead"
ModulateSpeed(e,1.0)
CharacterControlLimbo(e)
SetAnimationSpeed(e,1.0)
SetAnimationFrames(732,760)
PlayAnimation(e)
CollisionOff(e)
end

Where 'ai_fantasytaurus' is the name of your own script file (minus the .lua extension of course). The animation frames themselves have to be discovered using whatever modeler you use, or if you are using our default assets, then I suggest the attached script might be of help. Associate the script with the character of choice and then run test level, then use MINUS, PLUS, BACKSPACE and RETURN to control the animation manually.
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

smallg
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Posted: 18th Nov 2015 18:10
you forgot to include the script
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LeeBamber
TGC Lead Developer
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Posted: 19th Nov 2015 11:32
The attached script can be assigned to a character, and in test game you can use MINUS, PLUS, BACKSPACE and RETURN to control the animation frames manually...
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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Pirate Myke
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Posted: 19th Nov 2015 12:44
Thank you.
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