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Posted: 18 Feb 2006, 19:14
by centurion-1
hey thanks for the kind comments!
It is my intention to make a differant kind of mod, definatively, and even though it is scifi it will probably have more in common with World Domination rather than Absolute Annihilation. The best of both world, I'm hoping

Posted: 19 Feb 2006, 20:15
by centurion-1
I'm kind of having some troubles with scripting the gear. I am currently trying to construct a scrip for it that works but no luck. It worked but looked rather strange when i used the PeeWee script, but now I'm trying to make a new one based on it and the unit just kind of "slides" around, ie it does not really animate at all, I dont know how i busted it? I just removed some of the arm movement when it walked around, and now it wont work. Anyone know any good scripting for dummies tutorails?
Posted: 19 Feb 2006, 20:26
by SwiftSpear
Ugg, animation scripting is scary... Best of luck!
Posted: 20 Feb 2006, 04:04
by smoth
I told you.... feel free to steal script bits from my mod.
Posted: 20 Feb 2006, 12:21
by Guessmyname
which were stolen from the core commander if I recall :P
Posted: 20 Feb 2006, 17:19
by smoth
Origonally the walk animation was done by me. I replaced it with an arm-com anim in the new version.. which still hasn't been released..*whistles and looks around inocently*.. Anyway, yeah they are based but not entirely cor com.
it should be noted that the rest were done by me.. so the nice complex anim for the rx-79zook was done by me.
Posted: 27 Feb 2006, 14:10
by centurion-1
Hey all!
Just wanted to write that I'm working on the mod, I'm currently constructing a Jager medium gear for the south side, I'll post screenshots when i get home. I haven't really done much on the script side of things, there has been alot to do in RL lately, mainly moving to a new apartment and shit. But I'm hoping to get back on track ASAP.
Posted: 05 Mar 2006, 22:39
by centurion-1
Here is the jager render, still WIP atleast texturewise. The camo scheme is experimental but I like it, kinda. On the other hand, I like wacky camos so

Posted: 05 Mar 2006, 23:48
by smoth
looks good, but it would be better to have an in game shot. rendering always shows your sub objects too clearly via gouraud shading. Will the yellow be the team colors?
Posted: 07 Mar 2006, 10:12
by centurion-1
I really cant figure out the whole scripting ordeal and it's really hard to find a sample script to rip off.. err.. study as an example, so far I've pieced together a arm panther and pw script, could anyone with scripting exp tell me why it does not work. There are literally a million things that could be wrong and i wouldnt know so i thought it would be best to post here
Code: Select all
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece torso, ruparm, luparm, rfire, lfire, rloarm, lloarm, pelvis,
rthigh, lthigh, lleg, rleg, rfoot, lfoot, LAC, LRP8;
static-var Static_Var_1, Static_Var_2, Static_Var_3, Static_Var_4, Static_Var_5;
walk()
{
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
return (0);
// Build by COBBLER Ver4.0 Copyright @1998 DIGITAL CONCEPT SOFTWARE (MANU@inext.fr) / http://www.annihilationcenter.com/DCS/
}
walklegs()
{
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from torso;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
MotionControl(moving, aiming, justmoved)
{
justmoved = TRUE;
while( TRUE )
{
moving = Static_Var_1;
aiming = Static_Var_2;
if( moving )
{
if( aiming )
{
Static_Var_3 = 1;
call-script walklegs();
}
if( !aiming )
{
Static_Var_3 = 0;
call-script walk();
}
justmoved = TRUE;
}
if( !moving )
{
Static_Var_3 = 1;
if( justmoved )
{
move pelvis to y-axis [-1.] speed [1.];
turn rthigh to x-axis <-1.> speed <1.>;
turn rleg to x-axis <-1.> speed <1.>;
turn rfoot to x-axis <-1.> speed <1.>;
turn lthigh to x-axis <-1.> speed <1.>;
turn lleg to x-axis <-1.> speed <1.>;
turn lfoot to x-axis <-1.> speed <1.>;
if( !aiming )
{
turn torso to y-axis <-1.> speed <1.>;
}
justmoved = FALSE;
}
sleep 100;
}
}
}
Create()
{
hide rfire;
hide lfire;
Static_Var_1 = 0;
Static_Var_2 = 0;
Static_Var_3 = 1;
Static_Var_4 = 0;
Static_Var_5 = 3000;
start-script MotionControl();
start-script SmokeUnit();
}
SetMaxReloadTime(Func_Var_1)
{
Static_Var_5 = Func_Var_1 * 2;
}
StartMoving()
{
Static_Var_1 = 1;
}
StopMoving()
{
Static_Var_1 = 0;
}
SweetSpot(piecenum)
{
piecenum = torso;
}
RestoreAfterDelay()
{
sleep Static_Var_5;
turn torso to y-axis <-1.> speed <1.>;
wait-for-turn torso around y-axis;
Static_Var_2 = 0;
}
AimFromPrimary(piecenum)
{
piecenum = LAC;
}
AimFromTertiary(piecenum)
{
piecenum = lrp8;
}
QueryPrimary(piecenum)
{
piecenum = lfire;
}
QueryTertiary(piecenum)
{
piecenum = rfire;
}
FirePrimary()
{
show lfire;
sleep 100;
hide lfire;
Static_Var_4 = 0;
return (0);
}
FireTertiary()
{
sleep 100;
}
AimPrimary(heading, pitch)
{
signal 4;
set-signal-mask 4;
Static_Var_2 = 1;
while( !Static_Var_3 )
{
sleep 100;
}
turn torso to y-axis heading speed <1.>;
turn lloarm to x-axis <-1.> speed <1.>;
turn luparm to x-axis <-1.> - pitch speed <1.>;
wait-for-turn torso around y-axis;
wait-for-turn lloarm around x-axis;
wait-for-turn luparm around x-axis;
start-script RestoreAfterDelay();
return (1);
}
AimTertiary(heading, pitch)
{
signal 2;
set-signal-mask 2;
turn torso to y-axis heading speed <1.>;
turn lrp8 to x-axis <-1.> - pitch speed <1.>;
wait-for-turn torso around y-axis;
wait-for-turn lrp8 around x-axis;
start-script RestoreAfterDelay();
return (1);
}
Killed(severity, corpsetype)
{
hide rfire;
hide lfire;
if( severity <= 25 )
{
corpsetype = 1;
explode lfire type BITMAPONLY | BITMAP2;
explode lfoot type BITMAPONLY | BITMAP3;
explode lleg type BITMAPONLY | BITMAP4;
explode lloarm type BITMAPONLY | BITMAP5;
explode lthigh type BITMAPONLY | BITMAP1;
explode luparm type BITMAPONLY | BITMAP2;
explode pelvis type BITMAPONLY | BITMAP3;
explode rfire type BITMAPONLY | BITMAP4;
explode rfoot type BITMAPONLY | BITMAP5;
explode rleg type BITMAPONLY | BITMAP1;
explode rloarm type BITMAPONLY | BITMAP2;
explode rthigh type BITMAPONLY | BITMAP3;
explode ruparm type BITMAPONLY | BITMAP4;
explode torso type BITMAPONLY | BITMAP5;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode lfire type FALL | BITMAP2;
explode lfoot type FALL | BITMAP3;
explode lleg type FALL | BITMAP4;
explode lloarm type FALL | BITMAP5;
explode lthigh type FALL | BITMAP1;
explode luparm type FALL | BITMAP2;
explode pelvis type FALL | BITMAP3;
explode rfire type FALL | BITMAP4;
explode rfoot type FALL | BITMAP5;
explode rleg type FALL | BITMAP1;
explode rloarm type FALL | BITMAP2;
explode rthigh type FALL | BITMAP3;
explode ruparm type FALL | BITMAP4;
explode torso type SHATTER | BITMAP5;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode torso type SHATTER | BITMAP5;
return (0);
}
corpsetype = 3;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode torso type SHATTER | EXPLODE_ON_HIT | BITMAP5;
}
Posted: 07 Mar 2006, 10:20
by smoth
I will tell you one more time.... STEAL MY SCRIPTS out of gundam annihilation.
By having a working example you will be able to see what is needed...
also in order for me to help you would require reading through all that code which is by normal coding standards VERY VERY bad. Which hurts it's readability(yeah it is a word) anyway, what is wrong with it so I can narrow my search in your script.
Posted: 07 Mar 2006, 12:38
by centurion-1
Hehe ok i will. I looked around some in your mod scripts and none of your mechs appear to have two or more weapons.. It's hard to tell why my script doesnt work, the gear just kind of drags itself around, doesnt animate and doesnt fire. Do you think it can be a issue with the weapons i've given? I've given it the pws EMG as primary and Kbot_rocket (the rockos weapon) as weapon nr3. The movement part of the script is just the peeves, i've only removed the arm flailing part, i think. Anyone?
Another thing that i cant get to work is loadpictures, i tried to save it both as start1.jpg and start1.bmp, no dice. Do you have any idea, does they need to be some specific file format, ie 24bit or?
Thanks
edit: kbot rocket is weapon nr 3, not 2
Posted: 07 Mar 2006, 22:50
by smoth
centurion-1 wrote:Hehe ok i will. I looked around some in your mod scripts and none of your mechs appear to have two or more weapons.. It's hard to tell why my script doesnt work, the gear just kind of drags itself around, doesnt animate and doesnt fire. Do you think it can be a issue with the weapons i've given? I've given it the pws EMG as primary and Kbot_rocket (the rockos weapon) as weapon nr3. The movement part of the script is just the peeves, i've only removed the arm flailing part, i think. Anyone?
Two that have 2 weapons:

rx79plus

guncannonII
I will look through the script when I get back tonight.
centurion-1 wrote:Another thing that i cant get to work is loadpictures, i tried to save it both as start1.jpg and start1.bmp, no dice. Do you have any idea, does they need to be some specific file format, ie 24bit or?
Thanks
edit: kbot rocket is weapon nr 3, not 2
it needs to be in a subdirectory of bmp, look inside of swta they should have a custome load pic so you can see where it goes.
Posted: 07 Mar 2006, 23:47
by Archangel of Death
I noticed a couple piece names with capital letters in your script. While it doesn't matter in there at all (they aren't even remotely case sensative in my experience), in your .s3o there must be absolutely no (0) capital letters in your piece names. Besides that, I'm sure you made sure you named the pieces in the s3o the same as the ones on the pw, since they are still the same in the script.
Posted: 08 Mar 2006, 19:14
by centurion-1
Ok, now I'm really confused, though I've reached some kind of breaktrough in my attempts. Apparenty spring just hates my unit, since it wont animate no matter what. To prove it, I assigned the armfast (zipper) unit to use the nthunter.s3o model, and then copied the zippers script and .fbi file over to the nthunters files, so they should be identical in all respects. But NO! the zipper animates just fine and runs around and my custom unit, the nthunter just stands around, doesnt animate, doesnt shoot or anything. Whats up with that??!

Posted: 08 Mar 2006, 20:01
by centurion-1
I just tought of something.. could there be something wrong with my scrip compiler? I use Scriptor 1.0 RC1 and have it set as TA script as opposed to TA:K... Any other settings i should be vary of?
Posted: 08 Mar 2006, 21:49
by smoth
email me the script and unit, I will see what I can do.
Email:
natrolite@hotmail.com
Posted: 08 Mar 2006, 22:23
by TA 3D
Good job! This is looking great, but I have one commit. The gears are more boxy. The latest model you made is too blob like.
Posted: 08 Mar 2006, 23:52
by Archangel of Death
You might also want to check Script/Settings and make sure your 2 constants aren't 0 (proper values are Linear: 163840 and Angular: 182). Outside that, I'm sure smoth can handle it. And you'll probably get an awsome tailored animation out of it too.

Posted: 09 Mar 2006, 10:46
by centurion-1
Wow, I finally figured it out. Thanks Archangel & Smoth, apparently i had downloaded somekind of busted scriptor who did not include the proper values for linear and angular... darnit. Downloaded a new version, it had the values set, and now im making good progress on the scripts. A real relief, it is. Probably gonnaa see a whole lot more ingame pics from now on as i actually start adding units.
Thansk again archangel and smoth for helping my incompetent ass
