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Author Topic: Changes with weapon model: SPAWN & DEATH  (Read 440 times)

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Offline Bloodbane

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Changes with weapon model: SPAWN & DEATH
« on: November 12, 2012, 04:35:36 am »
 With latest build, I noticed changes in weapon model. Previously, if main model has SPAWN animation, weapon models must have SPAWN too otherwise, player will be stuck on start of level. I'm referring to weapon model used to make different modes such as bike mode and tank mode. Now, if there's no SPAWN animation, OpenBoR simply crash without any message in log.

 Another thing I discovered today is DEATH. Previously, DEATH animation in weapon model is played to the end before respawning. Now, it crashed instead (after playing DEATH) and there's no message in log.

 Anybody else experienced this?
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline utunnels

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #1 on: November 12, 2012, 06:31:17 am »
The first thing makes sense because weapon model use same animation after switching to another.
IIRC it was an old fix to some stuck-on-idle issue. I can look into this by adding a check to see if it has desired animation.

As for the second, I don't know what you mean. What does repsawning mean?

--------------

Edit*

I see, you mean player spawning.
« Last Edit: November 12, 2012, 06:41:13 am by utunnels »

Offline Bloodbane

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #2 on: November 13, 2012, 11:09:49 pm »
 Now, that you mention respawning, I just checked and it turns out, main model has RESPAWN animation which weapon models don't. No wonder it crashed with similar sympthom. I have made dummy RESPAWN animations to solve this.
 I should have changed the title to SPAWN & RESPAWN instead :) but I'll leave it be.

 BTW does this mean SPAWN & RESPAWN become mandatory for weapon models if main model has any or both?
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline BeasTie

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #3 on: November 14, 2012, 02:53:21 am »
Now that I'm using script for weapons, I've noticed that it will actually play RESPAWN rather than SPAWN anim when switching weapons.  I've had to remove the respawn anim from all my models or it looks wierd.   As I result I've been trying to work out how to have scripted respawn anim instead.

Shouldn't it be playing SPAWN anim thou, not RESPAWN? (sounds like this was part of Bloodbane's problem)


Offline NickyP

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #4 on: November 14, 2012, 04:12:45 pm »
Would modelflag 1 in the weapon avoid this problem? Reading this topic, my eye twitches at the thought of having to edit all 15+ characters in ClaFan; a mod that switches between weapon models every other level.  :laughing:

Offline Bloodbane

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #5 on: November 14, 2012, 11:44:45 pm »
 I have set modelflag 7 in fact, which covers modelflag 1 too.
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"The more often enemies attack, the more open they are to counter attacks"

Offline BeasTie

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #6 on: November 14, 2012, 11:50:53 pm »
@NickyP - Yeah it should

For the script I'm using thou -
Setting modelflag to the main player is okay but setting it to the weapon chars currently brakes the weapon script and it crashes .(meant to mention that)

@Bloodbane - Modelflag 7!?!?!?

Code: [Select]
modelflag {int}

    ~Determines how weapon model copies animation and weaponlist from original model.
        0 = Animation and weaponlist are copied
        1 = Animation aren't copied but weaponlist are still copied
        3 = Animation and weaponlost aren't copied
    ~Use this with weapon models of course.

Please update the manual if you can. ;)

Offline Bloodbane

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #7 on: November 15, 2012, 12:13:04 am »
 Oh I haven't updated that one yet? :doh!:

 Anyways, I got that from here:

http://lavalit.com:8080/index.php/topic,6195.msg84977.html#msg84977
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline BeasTie

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #8 on: November 15, 2012, 01:14:52 am »
No worries, Cheers!

I remember seeing that now, but I only look at your manual these days ;)

Offline utunnels

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #9 on: November 15, 2012, 02:09:10 am »
I'll add a check to prevent it from crashing next time.

Offline BeasTie

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Re: Changes with weapon model: SPAWN & DEATH
« Reply #10 on: November 15, 2012, 10:47:56 am »
modelflag 7 (and probably 4) solved one of my problems, because of the option not to copy scripts. :cheers!:

Still have the respawn problem thou, if I only have SPAWN anim it will use that, but if have both SPAWN and RESPAWN it will use respawn.

Turned out my respawn script worked thou, I just mistyped the name of animation to change too.  :-[

 



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