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.
Well like most things in modding waw, one little damn thing is all it takes and it doesn't work. But if it is something to do with the model, I unfortunately lack the knowledge. As far as making sure everything is in game, if you've done that, I would recommend asking someone that knows animated models to look at it, and confirm the animation works with the model and what not.
Last Edit: October 02, 2015, 02:09:59 pm by MakeCents
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
To this day i never worked out why, but SetAnim messed up the origins box and SetAnimScripted didnt
if your not clearing the anim you wont need a "open" model btw. All my mystery boxes have "open / close" and one model
I use AnimScripted for zombies, forget why, codmod told me once I think. All the anims, I received for all my stuff, since I don't do anims or models yet myself, have been looping. That is why I keep mentioning, if it is a looping anim. If your anim opens and holds, then I guess you won't need another model to hold it open, cause using two models is based on your animation. If it is a looping anim, you have to set the open model when opening after the anim plays. Clear isn't needed at all I don't think, I just add it all the time.
If you wanted to try AnimScripted you could try this, but I use both and have the same result on all my anims on robots,doors,stuff, but not tested setanim on zombies.
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startDoorsAnim() { door = getEnt( "cube_door","targetname" ); door thread waitDoor(); }
self clearanim( %cube_doors_open, 0 ); self setModel("cube_doors_opened");//remove line if using one model without looping anims
iPrintLnBold(self.model);
wait(2);
self SetAnim(%cube_doors_close); self AnimScripted("close_door",self.origin,self.angles,%cube_doors_close); self waittill("close_door", end); self setModel("cube_doors");//remove line if using one model without looping anims
self clearanim( %cube_doors_close, 0 ); } }
Last Edit: October 11, 2015, 02:39:48 am by MakeCents
I use AnimScripted for zombies, forget why, codmod told me once I think. All the anims, I received for all my stuff, since I don't do anims or models yet myself, have been looping. That is why I keep mentioning, if it is a looping anim. If your anim opens and holds, then I guess you won't need another model to hold it open, cause using two models is based on your animation. If it is a looping anim, you have to set the open model when opening after the anim plays. Clear isn't needed at all I don't think, I just add it all the time.
If you wanted to try AnimScripted you could try this, but I use both and have the same result on all my anims on robots,doors,stuff, but not tested setanim on zombies.
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startDoorsAnim() { door = getEnt( "cube_door","targetname" ); door thread waitDoor(); }
self clearanim( %cube_doors_open, 0 ); self setModel("cube_doors_opened");//remove line if using one model without looping anims
iPrintLnBold(self.model);
wait(2);
self SetAnim(%cube_doors_close); self AnimScripted("close_door",self.origin,self.angles,%cube_doors_close); self waittill("close_door", end); self setModel("cube_doors");//remove line if using one model without looping anims
self clearanim( %cube_doors_close, 0 ); } }
your prob right and it wont help, but just a thought
My origins box wasnt "not animating", but the lid would barely raise, despite in the anim itself it should have been about 200 feet above me ( lol i did that to see what the hell was going on )
When i changed it to animscripted it started raising to the place i had actually set in the anim. I still dont understand the difference between the two functions tbh lol
Clear is needed with setAnim, but not SetAnimScripted. Or so good ol Redspace taught me
Last Edit: October 11, 2015, 02:44:14 am by Harry Bo21
your prob right and it wont help, but just a thought
My origins box wasnt "not animating", but the lid would barely raise, despite in the anim itself it should have been about 200 feet above me ( lol i did that to see what the hell was going on )
When i changed it to animscripted it started raising to the place i had actually set in the anim. I still dont understand the difference between the two functions tbh lol
Clear is needed with setAnim, but not SetAnimScripted. Or so good ol Redspace taught me
I'm not familiar with SET animscripted. You only need the clear to stop the looping anim, I think, if desired. Your issue would happen with a small wait in a while loop and you keep setting the anim without waiting till the anim was done, most likely.
Last Edit: October 11, 2015, 03:05:15 am by MakeCents
I'm not familiar with SET animscripted. You only need the clear to stop the looping anim, I think, if desired. Your issue would happen with a small wait in a while loop and you keep setting the anim without waiting till the anim was done, most likely.
sorry that was a typo, i meant this animscripted ( i think lol )
clearanim is also to put the model back to its static position
theres 7 anims for the origins pap, i can play them one after another and watch it slowly build, clear anim then puts it back to "disassembled". I think if you use "delta" converted anims its important to force the model back to its original position as playing the tranzit boxs raise anim twice, will make it just raise again, from already being raised in the air lol
Stuffy is prob the epert on this I guess
Last Edit: October 11, 2015, 03:12:26 am by Harry Bo21
Not working with animScripted neither. It only waits until the animation is supposed to be done and changes the model (I'm using a looping anim). But yesterday, with the other script (setAnim), it played an anim. It wasn't the anim I wanted (it deformed the doors just a bit, without moving them, and they changed to the other model) and when I changed to other anim didn't work again. But I can't remember which anim or model I was using lol.
Not working with animScripted neither. It only waits until the animation is supposed to be done and changes the model (I'm using a looping anim). But yesterday, with the other script (setAnim), it played an anim. It wasn't the anim I wanted (it deformed the doors just a bit, without moving them, and they changed to the other model) and when I changed to other anim didn't work again. But I can't remember which anim or model I was using lol.
so I moves them, instead of "appearing" to move them. Try relative again with all the changes you've done to the script now
I'm trying hundreds of combinations with model, anim and assman settings lol. Nothing works. I'm pretty sure the error must be in the most stupid and simple thing but I can't see it. Double Post Merge: October 11, 2015, 07:38:47 pmFinally BluntStuffy fixed it. The problem was on the joints. I didn't animate them or something. Thank you all guys for your help.
Last Edit: October 11, 2015, 07:39:03 pm by Soy-Yo