Product Chat / 3rd person attack animations--possible?

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Mana Games
6
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Joined: 18th May 2018
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Posted: 25th May 2018 17:35
hi, ive tried everything to get a character creator character do 3rd person animations and at the moment it runs ans jumps and holds a sword and the sword hits like i hear the noise but theres no swinging sword animation. don't understand as i even tried copy and pasting the skeleton (fantasy pack) animation calls to my entity and although the skeleton as an npc swings its sword, my entity in 3rd person doesnt. is it just not worked in yet? thanks!
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cybernescence
GameGuru Master
11
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Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 25th May 2018 18:13 Edited at: 25th May 2018 18:24
The character creator characters are based on the uber soldier and this x model doesn't have sword animations (edit: just re-read this and it must have if works as an NPC!) and if try and use a gun melee one, e.g. csi_stoodpunch = 19340,19382, then it kind of works (in that left click fires the animation) but no sword weapon is assigned. If add a sword weapon too , e.g. hasweapon = fantasy\knightsword then GG assumes it is a gun so won't play the 'stoodpunch' anim.

Basically it seems that GG assumes that melee third person characters will already have their weapon as part of the model and that a suitable animation is in place (and set in the csi_stoodpunch fpe setting). The character creator does neither. Sorry - seems to be a bug/limitation with CC/third person - needs a tweak somewhere.

Cheers.
smallg
Community Leader
18
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Joined: 8th Dec 2005
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Posted: 25th May 2018 18:35
as you say, if you assign a weapon you can not use custom animations as the stock animations will override it (which are set up to use a gun), the only way i know of to fix this is to use a custom script assigned to the character before you place it on the start marker which will allow you to control the player instead of the stock script or completely adjust the gameplayercontrol.lua file to suit your needs - most likely this function here
Quote: "function gameplayercontrol.weaponfire()"
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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Anubis
11
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Joined: 6th Nov 2012
Location: 010011100110010101110100011010000110010101110010011011000110
Posted: 25th May 2018 18:43
Also missing/bugged/not implemented in TPV
1. Reload weapon animation.. it's there.. but not used.
2. Muzzle fire from the weapon.. no muzzlefire in TPV. Really missing this, and as an addon tracer-bullets would be great.
3. RMB tries to display scope.dds. As defined in gunspec. But it doesn't work, although it tries (-> Short flashes of the scope only). Better to have some code for gunspec to tell .. If TPV, then NO scope.dds.
4. Strafe does not work, very much needed in TPV.. to strafe while shooting, and not have the walk left/right animation. Maybe Z and X could be implemented for strafing.
5. Crouch does not work, but the animation is there.

Is it a bug, or no implementation? don't know.. but after all these years (after the wizard came in) i think it's time to spruce up the TPV modules, scripts and animations.

Grts
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Mana Games
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Joined: 18th May 2018
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Posted: 25th May 2018 23:21
unfortunate....ok thanks for the replies
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seppgirty
Game Guru Backer
15
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Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 26th May 2018 14:49
I bought game guru a couple of years ago because it claimed to have 3pv. more of a gimmick than a feature. Hopefully a 3rd party person can give us real 3pv.
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Teabone
Forum Support
18
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Joined: 8th Jun 2006
Location: Earth
Posted: 28th May 2018 05:26
Yeah 3rd person needs a lot more work
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