Scripts / Third person walking animation

Author
Message
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 4th May 2019 15:48
HI all, just a quick question, were can i change the walking animation for the third person so that the Npc does not walk with a gun in the gun ready animation, see picture


i would like to have the Npc walk normal when you pres the W,S,A,D key. without a gun .

Thanks for any help.

Pcs
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

Attachments

Login to view attachments
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 4th May 2019 17:31
In the fpe file there should be an animation set for unarmed walk.
It will list the frame numbers.
Transfer those numbers ti the walk section above that where there are 5 or 6 statements.

You will need to reset this character after a gg restart.
RIP
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

New:
Intel(R) Core(TM) i5-8400 CPU @ 2.81GHz, 12GB RAM, Nvidia gtx1050ti 4gb, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3774




PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 4th May 2019 17:42
Pirate Myke, thanks will check it out
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 4th May 2019 17:54 Edited at: 4th May 2019 17:55
ok Pirate Myke , i have opened the pfe file of the character. and it looks like this.

so were do i put what. ? sorry for this i have no clue were to put what u have said.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th May 2019 18:34
You need to change these ones.



Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 4th May 2019 18:43
Belidos, ok change them how? or to what? or to were?.
please explain.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 4th May 2019 18:44
Usually char don't change pose as he is armed even if you change that statement, due I don't own this DMZ tropper ignore if he does, anyway you can change this:

hasweapon = modern\colt1911
It should looks like:
hasweapon = 0

You already has:
anim0 = 3000,3100
as state here:
csi_unarmed1 = 3000,3100
so it should work as is, anyway I don't own this char, so not sure about.

As aside note, maybe you would has to work with some script like ai_neutral.lua, insted of soldier.lua.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th May 2019 19:13
In each line are two numbers, the first is the first frame of the animation, the second is the last frame in the animation, you change those numbers to the frame numbers of the animation you want to use instead.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 4th May 2019 22:19 Edited at: 4th May 2019 22:34
@ 3com and Belidos and Pirate Myke

Thank you Guys for the help and info and advice.
i have tried all you said but it does not work i have even made a new character in the character creator and tried with it in the third person , but all of them do not walk like normal ( some thing like the wizard walk ) if i create a new character then i get this fpe file


i have tried to give it the wizards fpe file but stil no success, even used ai_neutral but still no luck.
also tried a lot of other stupid things , that also did not work. ( would rather not say what).

So GameGuru is just not straight forward enough for me to use it,
One would think that there would be a standard third person script out of the box you can just used on any character and it would work and walk normal not like the armed gun animation as always.

So i will give up trying, as i am feeling so dumb and frustrated now.

Thanks any way for all the help.
Ps ( sorry if it sound like i just want to complain. )

Maybe someone with a kind heart will help me / forum users with a fpe file that can work on any character that's been made with the character creator and that are being used as a third person in the editor, or any standard stock ai that makes the character walks in a relaxed way with out a weapon . if possible.

edited, is it possible to make any character walk normal like the wizard character ?

Pcs
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 5th May 2019 00:27
PCS, in your original .fpe (the one for DMZtrooper1.x), try replacing the animation section with this:



gameplayercontrol.lua apparently wanted to call animations 5 and 1 if you're in third person, but in your original fpe those ones weren't defined. Character creator models don't work so well since the AI modules were updated last year, but luckily you have a bespoke model (DMZtrooper1.x) and its texture so you shouldn't need to go via Character Creator.

AE
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 5th May 2019 06:55
Avenging Eagle, Thank you so much for explaining this. I am at work now, but will try this as soon as i am at home
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 5th May 2019 08:15
Ah its for third person, they have a different set of references in the fpe, as AE posted.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 5th May 2019 18:40
@Avenging Eagle, ok i have done what you said, my fpe looks like this now.


but in third person it still walks with the animation as if he has a gun. he does not walk normal.
i just want a character that when he is walking , he looks like the wizard's walking animation normal.

if i can just remember from whom i got the DMZtrooper1 , then maybe i can ask him if i can post the .x file here and then maybe you can test and see if you can get it to walk normal.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
RustyNuts
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 9th Nov 2011
Location: Warwickshire Great Britain
Posted: 5th May 2019 19:55
Hi PCS the artist's name is in the fpe and its Disturbing 13. I believe this maybe the pack you purchased to get the model from?
https://forum.thegamecreators.com/thread/188664
Lenovo G700 Laptop,i3-6gb ram,Nvidia GT720m
PM
Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 6th May 2019 00:23 Edited at: 6th May 2019 00:23
As a test, I would suggest popping this character into a map and assigning him ai_viewanimations.lua. In test game, you'll be able to see what animations this model has. Each time you click, the character animation will advance by one frame. If you hold shift and click, it will jump one frame per milliseconds I think (which is much faster so easier to see what animations the character has). Double check if this character has an unarmed walking animation, and make a note of what frame these animations start and end.

Looking at this pack, it looks like it was made for FPSC so perhaps doesn't have the same animations as a Game Guru character.

Let us know how you get on

AE
PCS
8
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 6th May 2019 20:11
@Avenging Eagle,
ok will test and try again.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 7th May 2019 15:43
I though when you make a char as third person GG automatically gives him a gun soldier pose, and does no matter what you does, it looks like hardcode yet. Chars made via char creator work with uber soldier so...
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 7th May 2019 16:27
No, in third person, anim0 is the idle, anim1 is walk, and so on, but you also have to have the corresponding csi fields filled as well from what i've seen so far.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Meth0d
5
Years of Service
User Offline
Joined: 2nd Jul 2019
Location: The Brazil
Posted: 5th Jul 2019 17:09
I belive that's something they need to work on the next update. I just got the same problem here, please developers, consider this...
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 11th Jul 2019 00:40 Edited at: 11th Jul 2019 00:46
This was done with a character creator fpe adaption and is probably the best you can get it until you punch ..
It screams to get back into the default gun pose which does seem to be hardcoded to the start marker..

I think cybernescence did the edits to get it this far

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM

Login to post a reply

Server time is: 2024-12-22 14:51:32
Your offset time is: 2024-12-22 14:51:32