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Play an anim on a model

HOT
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Created 11 years ago
by Soy-Yo
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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You need a wait in between setting and clearing the anim, that should help.

Code Snippet
Plaintext
self SetAnim(%cube_doors_open);

// Add a wait here

self setmodel("cube_doors_opened");
self clearanim( %cube_doors_open, 0 );


Code Snippet
Plaintext
wait( getanimlength( %cube_doors_open ) );
lol, corrected the typo for you ;)

silly stuffy  :P



Can you show us the settings you used to convert the anim in assman?

and what you have in mod.csv
Last Edit: September 29, 2015, 09:13:41 pm by Harry Bo21
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You need a wait in between setting and clearing the anim, that should help.

Code Snippet
Plaintext
self SetAnim(%cube_doors_open);

// Add a wait here

self setmodel("cube_doors_opened");
self clearanim( %cube_doors_open, 0 );


Code Snippet
Plaintext
wait( getanimlength( %cube_doors_open ) );

Nothing. :-\ If I print the animlength, it says 2.6667 so I suppose the anim might be ok.

Interesting. It all seems to be fine. I assume open and close are defined? I would add a wait(length of anim to open) in between setanims and after the second setanim to make sure it isn't just running faster than you can see.

Edit: Pretty much what blunt said.

Edit: Also the two trigger thing is bothersome, I would go with one, and also do a check for while touching for you wait in the end, like my first example. Just so the door doesn't close on the players.
The two triggers are defined and they are two just for testing. I'll make something similar to what you said in the final version.

Can you show us the settings you used to convert the anim in assman?

and what you have in mod.csv
I only changed this in AssMan:
Code Snippet
Plaintext
cube_doors_close
    Anim file: _cube\doors_close.xanim_export
    Model file: _cube_stuff\cube_doors_open_model.xmodel_export
    Type: Relative
cube_doors_open
    Anim file: _cube\doors_open.xanim_export
    Model file: _cube_stuff\cube_doors_model.xmodel_export
    Type: Relative
And csv:
Code Snippet
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// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
stringtable,maps/mapsTable.csv
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
// Edited For Doors
rawfile,animtrees/cube_doors.atr
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Did you include your xanim in a CSV anywhere

Code Snippet
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xanim,cube_doors_close
xanim,cube_doors_open




Edit, when you add the set model part, you will need a wait for the length of the anim then
Last Edit: September 29, 2015, 10:10:41 pm by MakeCents
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Did you include your xanim in a CSV anywhere

Code Snippet
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xanim,cube_doors_close
xanim,cube_doors_open

doesnt he need usebones ticked in assman too?
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Did you include your xanim in a CSV anywhere

Code Snippet
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xanim,cube_doors_close
xanim,cube_doors_open

I didn't add the xamins to the csv, but I've just done it and does nothing.

doesnt he need usebones ticked in assman too?
They are ticked, yes. I didn't say it before because it was there by default.


Can the problem be in the model? Because everything else seems to be ok. Did I have to do anything special with it?
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I didn't add the xamins to the csv, but I've just done it and does nothing.
They are ticked, yes. I didn't say it before because it was there by default.


Can the problem be in the model? Because everything else seems to be ok. Did I have to do anything special with it?
other than bind it correctly no

is this a custom anim? or ported?

also why do you have two different animated models?
Last Edit: September 29, 2015, 10:30:08 pm by Harry Bo21
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Can the problem be in the model? Because everything else seems to be ok. Did I have to do anything special with it?

Is it set as animated in Asset Manager?
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other than bind it correctly no

is this a custom anim? or ported?

also why do you have two different animated models?
Custom. They are just some 45º moves. And I have two because of the script MakeCents posted. At the beginning I had only one.

Is it set as animated in Asset Manager?
Yes.
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Is it a script model in radiant
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Is it a script model in radiant
I had to make sure, but yes, it is. :D
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Custom. They are just some 45º moves. And I have two because of the script MakeCents posted. At the beginning I had only one.
Yes.
you only need one animated model ( by this, i mean the one you set in the anim in assman )

all joints, hierarchy, one mesh - export
Last Edit: September 29, 2015, 10:45:44 pm by Harry Bo21
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I had to make sure, but yes, it is. :D

Besides compile map, patch, and build again, just to make sure, cause of weird things, I'm out of ideas. I'm fairly certain we covered everything. I'll double check my stuff tonight and see if we missed anything. Unless you figure it out by then
Last Edit: September 29, 2015, 10:47:34 pm by MakeCents
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Ok. For me it's night now, so tomorrow I'll check if everything in the model is ok.
But maybe the problem is something with joints or other Maya stuff. I don't get on well with Maya and when I have to use it I do things until it lets me export the model. :D
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Ok. For me it's night now, so tomorrow I'll check if everything in the model is ok.
But maybe the problem is something with joints or other Maya stuff. I don't get on well with Maya and when I have to use it I do things until it lets me export the model. :D
if you want, you can send me it and ill try it out. If not, well, good luck lol ;)
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Definitely it can't be a scripting issue. I added this line to the code...
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iPrintLnBold(isDefined(self),isDefined(#animtree),isDefined(%cube_doors_open),self==door); // "door" is the door model
...and it prints "1111", so everything is well defined and "self" is the door.

 
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