View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003074 | The Dark Mod | AI | public | 03.04.2012 09:30 | 20.04.2012 18:37 |
Reporter | Arcturus | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 1.08 | Fixed in Version | TDM 1.08 | ||
Summary | 0003074: Incorrect run animation when NPC has weapon attached but not drawn | ||||
Description | When path corner is set to 'run' a patroling NPC with weapon attached to belt will play run_charge animation instead of simple run, even though it's not alerted. It looks silly because right hand is not moving. Code doesn't distinguish weapon attached to belt from weapon in hand. | ||||
Tags | No tags attached. | ||||
Right now the "run_charge" animation is selected by using the "replace anim" spawnarg in the weapon entity def. The run is replaced as long as the weapon entity is def_attached, regardless of the joint. What would be useful is some way to create "replace anim" spawnargs that check the joint they're attached to. |
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If we create a new spawnarg: "joint_for_anim_replacement" "<name of joint>" that would mean when that entity is attached at that joint, the replace_anim_* spawnargs take effect. If the entity is attached at a different joint, then the replacement spawnargs are ignored. So, for the sword, for example, we'd add: "joint_for_anim_replacement" "LeftHand" If the attachment doesn't have "joint_for_anim_replacement" defined (like the torch), then the replacement anims are honored. |
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Or we change the syntax of the replace_anim_* spawnarg to add a 'joint name': "replace_anim_LeftHand_run" "run_charge" Then you could have "replace_anim_LeftHand_run" "run_charge" "replace_anim_Hip_run" "run_with_something_on_hip" which lets you have different animations depending on where the attachment is attached. But when using the spawnargs on AI themselves, not with attachments, we'd have to have: "replace_anim_Self_idle_spit" "idle_check_hand" which means when the code sees the joint name "Self" it ignores it and honors the replacement. |
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Change replace_anim syntax to: "replace_anim_<replacedAnimation>[ jointName]" "<replacingAnimation>" Change affected animations in *.def files. rev. 5369: Actor.cpp Actor.h AFEntity.cpp AFEntity.h Entity.cpp Entity.h rev. 12760: tdm_moveable_weapons.def |
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Date Modified | Username | Field | Change |
---|---|---|---|
03.04.2012 09:30 | Arcturus | New Issue | |
03.04.2012 20:25 | Springheel | Note Added: 0004434 | |
04.04.2012 04:18 | grayman | Note Added: 0004441 | |
04.04.2012 04:19 | grayman | Assigned To | => grayman |
04.04.2012 04:19 | grayman | Status | new => assigned |
04.04.2012 04:29 | grayman | Note Added: 0004442 | |
07.04.2012 18:59 | grayman | Note Added: 0004448 | |
07.04.2012 18:59 | grayman | Status | assigned => resolved |
07.04.2012 18:59 | grayman | Resolution | open => fixed |
07.04.2012 18:59 | grayman | Fixed in Version | => TDM 1.08 |
07.04.2012 18:59 | grayman | Target Version | => TDM 1.08 |
07.04.2012 21:48 | grayman | Note Edited: 0004448 | |
20.04.2012 18:37 | Arcturus | Status | resolved => closed |