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Couple Of Problems With Throw Animation [fixed]


Crispy

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I've been working on making the AI use the throw animation (which only the elite city watch has at the moment by the looks of it) as part of getting acquainted with the AI scripts and Doom 3 modding in general. It's just about working (except the projectile doesn't always spawn... odd), but there are a couple of problems with the throwing animation that need addressing:

 

1. The animation is rotated 90 degrees too far to the right (the guard's right).

 

2. The sword sort of floats up between his hand and his belt. It should stay on his belt, in the same position as in the idle and walking animations.

 

Could someone fix these please? :)

 

While you're at it, I'd also like to know the frame number at which the projectile should be launched. (Just as his right hand stops thrusting forward.) I've made a rough guess (frame 50) but it doesn't look quite right.

 

Thanks!

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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Awesome, it works great now! Thanks. That was quick. :)

 

The fix also seems to have cleared up the problem where the projectile wasn't always spawning, which is a good thing, if slightly odd... I guess it could have been hitting the guard's arm and breaking or something, depending on the angle it was trying to throw the projectile. That would explain it.

 

Expect to see the throw animation in-game on CVS soon. B)

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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