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How would I play "torso" animations in script, like playeranim.script does?

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Created 8 years ago
by alaurenc9
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How would I play an animation that only animates the torso half of the player model while another animation is set that animates the full body, but the torso part is overridden completely by the torso only animation, but the legs still animate to the full body animation, basically how player animations work, but this is in script. I've been reading script reference all morning but haven't come up with anything yet. Anyone have any ideas?
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i do not beleave yo can do this, just like viewmadols i assume that one model can't have more than one aim playing on it
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i do not beleave yo can do this, just like viewmadols i assume that one model can't have more than one aim playing on it

It's possible on AI, but not on players by gsc so far i know. Because when you create a playeranimscriptevent on a player and you have defined your script event in playeranim.script and give it the torso value instead of both, the anim isn't playing unfortunately.
Last Edit: November 27, 2015, 11:00:10 pm by WhiteDevil
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It's possible on AI, but not on players by gsc so far i know. Because when you create a playeranimscriptevent on a player and you have defined your script event in playeranim.script and give it the torso value instead of both, the anim isn't playing unfortunately.

I do not want to do this in playeranim.script, I want to do this in real GSC script.
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I do not want to do this in playeranim.script, I want to do this in real GSC script.

I'm pretty sure you can't do that. On AI yes but player noway.
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I think you can tbh, try using setanimknob() You should be able to set weights and the joints where the anim plays on.  if you export the anims correctly that should work. Think that also works for player-models, never tried myself though
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I think you can tbh, try using setanimknob() You should be able to set weights and the joints where the anim plays on.  if you export the anims correctly that should work. Think that also works for player-models, never tried myself though

all SetAnimKnob did was made it where, the leg animations were still the same, but the torso animation was a blend of the animation I was trying to play and the full body animation. I tried turning the weight up but it would still be half and half.
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Did you also try setanimknoball() ?
http://www.zeroy.com/script/animation/setanim.htm

Pretty sure this would be the way to go, you'd just need to fugure out the details cause i dont know either ( maybe someone else does? )

and are you sure your torso animation is really a torso animation?

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Did you also try setanimknoball() ?
http://www.zeroy.com/script/animation/setanim.htm

Pretty sure this would be the way to go, you'd just need to fugure out the details cause i dont know either ( maybe someone else does? )

and are you sure your torso animation is really a torso animation?



k ill come clean... this is for bo1 laststand in WaW. I don't feel like making separate weapon files just so that I can have a playerAnimType that plays laststand animations, so I spawned a script_model copy of the player to play animations on it, linked it to the player, and hid the player. So yes I'm sure the laststand fire, reload, and melee animations are torso animations and yes I did try SetAnimKnobRestart, SetAnimKnobRestart, etc. and I've been reading zeroy for the reference.

I'm pretty sure you can't do that. On AI yes but player noway.


AI uses the same functions that script_model's do to play animations.....

 
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