In need of a generic biped walkscript that I can time

In need of a generic biped walkscript that I can time

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

In need of a generic biped walkscript that I can time

Post by Forboding Angel »

Image

These are the two i have so far, with 3 or more on the way. As you can see they have a waist platter, hip joints, thighs, knees, calves, ankles, and feet, so I think that should be what is necessary to make it happen. All of the units will share the same parts from the waist down (they might look a little different, but fundamentally identical).

These units are going to be very fast (average movement speed around 5) and they will also have jumpjets (I haven't added the jets yet).

Zwzsg created the walkscript for the all terrain units in evo: https://github.com/EvolutionRTS/Evoluti ... ght.bos#L4

Most notably is the fact that I can time the animation by changing the walkperiod variable. Can someone help me out?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: In need of a generic biped walkscript that I can time

Post by Forboding Angel »

Added the jetpack:

Image

Image

If you're thinking hey wait a minute that looks similar to a gundam pic that I saw once, then you would be right. Direct ripoff of the visual idea.

Image
Last edited by Forboding Angel on 06 Jan 2015, 02:47, edited 1 time in total.
Google_Frog
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Re: In need of a generic biped walkscript that I can time

Post by Google_Frog »

So are you basically asking someone to write walkscripts for you? From reference images?

It sounds like you want something like this: https://github.com/ZeroK-RTS/Zero-K/blo ... ot.lua#L50
or maybe this: https://github.com/ZeroK-RTS/Zero-K/blo ... pw.lua#L53

I think it would be a good idea to learn how to write scripts.

Also if you are going to use jumpjets you cannot use cob.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: In need of a generic biped walkscript that I can time

Post by Forboding Angel »

No, not from reference images, I'm mainly asking if someone can help me out with them (yes write the walkscript for me). I haven't put an s3o out yet because I want to make sure that I have all the necessary pieces for the walkscript. Setting up the origins and pieces of these is going to be annoying enough without having to do it all over again in the event that I derped something and missed a vital needed piece.

I know how to write scripts, even lua ones. I do not know how to write the walkscripts though, that has always eluded me, but, keep in mind, I just need one walkscript that will then be plastered across all units.

Thanks to smoth, I already have things moduled out for writing my scripts in lua. Lua is not a problem here.

Edit: These walks seem incredibly simple, I'mma fire up zk and see what they actually look like.

Edit2: This game STILL doesn't work with 96.0??? -_-

Edit3: Oh yes, this will do nicely :-) Is there an easy way to changing the timings? (is that what steptime does?)
Google_Frog
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Re: In need of a generic biped walkscript that I can time

Post by Google_Frog »

runspeed and speed control the rotation and movement speeds. You should replace them with your own constants. To run ZK use 91.0 or dev engine, 96.0 is not supported due to many incompatibilities with those two versions.
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smoth
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Re: In need of a generic biped walkscript that I can time

Post by smoth »

Speed 5 is almost a running speed depending on their size to the ground
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