Might be easier to make it a stand-alone mod you can drop your models into
I feel the opposite. Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Quote:
Just a gadget and widget
I guess you use CallAsUnit to avoid having to use a unitscript? Didnt think/know about that when I made first version
because
CarRepairer wrote:
bobthedinosaur wrote:
Can you export or save the pose information on each frame?
knorke wrote:
Also writes all the needed Move/Turn commands to get the unit into the current pose. Which is a long list but you can just c&p that, change POSENAME to ie "StandOnLeftLeg" and call it like StandOnLeftLeg (movespeed, turnspeed)
Might be easier to make it a stand-alone mod you can drop your models into
I feel the opposite. Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
CarRepairer wrote:
Easier to check a box in your mod options when you want to work on animating your units instead of copy pasting stuff to another mod.
fun fact: over spring.exe you cant set modoptions and zerok lobby wont let you host local "being worked on" mods.
I find having a "editor mod" easier to use then putting gadget etc in the real mod: Just copy over 3d model + texture and adjust object3d="blabs3o" line in some unit def.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
i'll dis chilli. if it uses chili then make a blank mod with chili in it so people can throw their crap in there, otherwise you have to download some one else's game with all the excessive bullshit attached and modify it just to run your tool.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Car, to stop the unit from doing its normal animations while you pose it try Spring.UnitScript.CreateScript ( unitID, table callIns ) -> nil This deletes the unit's current script (whether it's a COB or Lua script doesn't matter), and sets it up with a brand new Lua unit script, initially registering the call-ins given in the table as (string, function) pairs. http://springrts.com/wiki/Animation-LuaCallouts (ie make it load an empty.lua)
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