Product Chat (Early Access) / bird death animation falling to ground

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A.C
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Posted: 25th Jun 2022 15:00
is there a way to shoot birds , when shot :
fall down and activate death animation ?
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AmenMoses
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Posted: 25th Jun 2022 18:02 Edited at: 25th Jun 2022 18:02
No, and the reason I didn't add a death sequence for the birds was because they didn't have a suitable death animation for being on the ground, i.e. they would have been sort of stuck in the ground by their beaks in a diving pose which would just look plain weird.

Anyhow, killing the wildlife is bad.
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A.C
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Posted: 25th Jun 2022 20:02
Ok ,I have birds with death animations do you know how I can implement it to my game ?
I tried attaching the bird game behavior but its not working.
The bird is playing all animations continuously in its place as a one sequence.
Any ideas ? Thx


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3com
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Posted: 25th Jun 2022 21:19
@ A.C
Do you know the frame sequence the animation has?
If so, then import your mesh via GGMax importer as FBX with animations file, and you will have to create the animation slots, i.e your mesh has 1 animation (100 frames)

slot1 "animation name" - "start frame" - "end frame"

death1 - 0 - 20
death2 - 50 - 75
and so on.

About behavior, stock asset use stock behavior (script) so, you will have to write your own, that suit your needs.
I.e a door use 2 "open" and "close" so, if you want to use your own door, most likely you will have to name your anims the same or use your own script.

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AmenMoses
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Posted: 25th Jun 2022 21:26
If you name the appropriate animations the same as the stock ones then the birds.lua script should work.

To add death anims you will have to edit the script though, or rather make a copy of it and edit that so you don't mess up the stock one.
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A.C
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Posted: 25th Jun 2022 23:03
@3com ,@AmenMoses
Thx for your reply
i do have all animations frames and i did name them in selected slots around 10 or 12 slots i guess ,
but the problem is i need to call these animations like if on hit apply death animation...
usually i use to do a trick by replacing a dead bird by a flying one ,on hit : replace bird dead by flying one and you will see the bird is falling as dead without scripting in coppercube.
but here i need to script it and i am not a programmer.
i don't know if there could be a manipulation of some kind without scripting for some specific actions ?
or some global behavior that could cover actions that gamers are familiar with ?
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AmenMoses
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Posted: 26th Jun 2022 12:05
Take a look at the mammals script, that has the death handling.

The birds are slightly different in that they are characters when on the ground hopping about eating etc and use the navmesh commands to navigate around but when airborne they become ordinary entities with no physics.

This means that if you were to simply kill the bird it would not actually fall out of the sky as there will be no physics acting on it.

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