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Triggering an animation


Springheel

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I'm going at the zombie rise thing from a different angle. Now I've got the zombies playing their 'death pose' animation using path_cycleanim. That part works. But what I want to do is trigger a different animation (their get up one) when the player gets to a certain point. Anyone know how I do that?

 

Right now I've created a new path_anim node, and made the path_cycleanim target it. Then I creatd a trigger brush and targetted the path_anim node. But in game, nothing happens. The zombie continues to cycle his 'death pose' whether I move over the trigger or not.

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Target the path_cycleanim zombie.

 

("Target the reavers! Target everyone! Somebody shoot!" :ph34r: )

 

You need to interrupt the path_cycleanim, not "draw the zombie into the path_anim" as such (since that won't work).

 

So the sequence goes something like:

 

* path_cycleanim loops continually.

* Eventually, the player moves into the volume, triggering path_cycleanim the zombie, which causes the zombie to move to the next node in the patrol route, which is the path_anim.

* path_anim causes get up animation to play. Once the animation is finished, the zombie goes onto its next path node.

 

Edit: Er, I was wrong, apparently you target the AI, not the path node. :)

Edited by Crispy
My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Hmm, just switching the trigger to target the path_cycleanim didn't seem to have any effect either. Do I need to put something on the path_cycleanim itself?

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Not sure. It's not really documented properly. I'll have a look.

 

As I mentioned in your other thread, in the long term it's probably better to use AI sleeping behaviour instead. Off the top of my head I'm not sure how to set that up.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Oh, you have to trigger the AI, not the path anim. At least, with TDM code you do. I was under the impression that it was originally meant to be the path anim that got triggered, but our PathCycleAnimTask checks for AI triggering, for better or worse.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Hey, when I was looking up the path stuff, I found this...

 

"editor_float chance" "Probability (between 0 and 1) to choose this path. All paths without chance have the same probability."

 

Does this actually work? I didn't think we had that ability.

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Oh, you have to trigger the AI, not the path anim. At least, with TDM code you do.

 

Well, that's a little better.... It triggers the animation, but the zombie pops into his idle animation for half a second in between, which isn't very helpful.

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@chances: Neither did I, but I just looked at the code and it seems angua implemented it some time ago. :) The chances at any point must not add to greater than 1, or it won't work properly.

 

@popping: Ugh. I guess the next path task isn't executed for a half second, so it goes into an idle task briefly. That probably counts as a bug.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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@popping: Ugh. I guess the next path task isn't executed for a half second, so it goes into an idle task briefly. That probably counts as a bug.

 

Bleh. <_<

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