Page 1 of 1
Actual unit movement speed governed walk anims
Posted: 13 Jul 2009, 00:58
by Beherith
Its really annoying and very ugly, especially for a game of this caliber, to have walk scripts that are totally out of sync with the units move speed.
Is it possible to have the engine pass a variable to the anim script to make it walk at the speed its moving?
Or is this not possible because cob is compiled before runtime and cant be passed variables?
Re: Actual unit movement speed governed walk anims
Posted: 13 Jul 2009, 01:00
by Peet
There is a call in cob to get the unit's current speed, it's just a question of using it. Which next to nobody does.
Re: Actual unit movement speed governed walk anims
Posted: 13 Jul 2009, 01:21
by zwzsg
I've done it once or twice, like for the walks of my horse in Spring Racers (which is probably broken under new Spring versions). Or like the monkeylord.
Re: Actual unit movement speed governed walk anims
Posted: 14 Jul 2009, 01:22
by CarRepairer
Yes it's possible as this is done in
The Cursed to account for units affected by slowing weapons.
Re: Actual unit movement speed governed walk anims
Posted: 15 Jul 2009, 17:33
by rattle
Re: Actual unit movement speed governed walk anims
Posted: 15 Jul 2009, 17:36
by Beherith
Yah, I got it done on 1 peewee for BA, but since I didnt have the BOS file, I had to uncobble, which made it a bit screwed up (anim doesnt start until unit has been moving for quite some time.)
Re: Actual unit movement speed governed walk anims
Posted: 18 Jul 2009, 13:52
by Guessmyname
As I've used the 'rotate piece to angle NOW' and then used sleeps, leaving Spring to interpolate it itself method, it's actually pretty easy to do this simply by making the sleep time change according to speed.
Re: Actual unit movement speed governed walk anims
Posted: 18 Jul 2009, 17:51
by Nemo
GMN's approach is the easiest for big units, but for something there might be a lot of (ie, peewees), you want to try to avoid Spring's interpolation (smoothanim=1) combined with turn NOWs - it sucks down a lot more juice than turn X to angle Y speed Z.
Re: Actual unit movement speed governed walk anims
Posted: 18 Jul 2009, 19:24
by FLOZi
(According to Argh)
(
)
Re: Actual unit movement speed governed walk anims
Posted: 18 Jul 2009, 22:21
by smoth
It is doable in bos, anyone who tells you different is lying.
Re: Actual unit movement speed governed walk anims
Posted: 18 Jul 2009, 22:37
by Beherith
Ill try to rewrite them with speed and not NOW, does anyone know where all the bos files are though? Because some have only cob files, and uncobbling then compiling the bos files even without modification resulted in an error where the movement script didnt get called for a long time while unit was moving.
Re: Actual unit movement speed governed walk anims
Posted: 20 Jul 2009, 13:30
by AF
Where are the giant GIFs of monkeylords in OTA walking using the requested feature?
Who else aside from zwzsg* managed to do it in OTA?
edit: damned brain soup
Re: Actual unit movement speed governed walk anims
Posted: 20 Jul 2009, 16:01
by Sheekel
^^zwzsg
Re: Actual unit movement speed governed walk anims
Posted: 20 Jul 2009, 16:38
by AF
Corrections, I meant to say who else aside from Zwzsg did it in OTA. He and one other person made a big fuss about true walking scripts. I seem to remember a core construction ship that walked onto land cybran style
Re: Actual unit movement speed governed walk anims
Posted: 20 Jul 2009, 17:22
by Nemo
That wasn't about movement speed so much as legs taking the status of the other legs into account when rotating, and angling/turning appropriately based on the slope of the hill and the elevation of the terrain.
Re: Actual unit movement speed governed walk anims
Posted: 20 Jul 2009, 19:02
by zwzsg
Zodius.