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Question About "look_around" Animation


sophisticatedZombie

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I tried playing these using PlayAnim from within the AI script, but I've run into a bit of a snag. The animation plays fine, but after it completes, the characters arms remain lifeless at their sides for a good 20 to 30 seconds afterword. Is it that the animation is pinning them there, or is it that the walking animation has not been re-established? Is there a way to test if the look_around animation is done so as to re-trigger the previous animation on the torso channel?

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Is there a way to test if the look_around animation is done so as to re-trigger the previous animation on the torso channel?

I can't answer the other questions, but I can answer this one. You can query animDone() to see if the animation on a particular channel has finished. See the beginning of state_TakingCover for how I did it. The only problem is that animDone() results false ("not done") if your animation isn't playing (possibly because an idle animation will be playing at that point), so I had to put in a short timeout to prevent infinite loops. It's not ideal, but it pretty much works.

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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8) WIP: Currently adding "look_around" anim to the search routine. Trying to choose when to do this to look natural is the stumbling block. Right now I am triggering it when the AI pauses at a spot. (Not checked in to CVS yet)

 

Are you talking about the same random looking around the AI do all the time?

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No, its the animation where they lift their right hand up to their brow and peer forward a little bit. The problem is that afterword their arms drop to their sides and stay there for quite a while whether running or not. I think it isn't restarting the walk animation automatically, and I need to figure out how to retrigger it.

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