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Play player animation when in trigger?

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Created 12 years ago
by Centric
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In my map, there is a pit. If a player falls, I want to play a arms flailing animation and have it loop until the player dies. ( or leaves the trigger) how would I script this in? I'm assuming this is simple, but it probably has to do with traverses, which I know nothing about.



[fixed]

There's two ways to do this. One is lukkies way (best answer) where you make a weapon file, make the model the view hands and make the idle animation the flailing one, and disable cycling.

Then there is codmods way using a script you need to edit to work.

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Thanks everyone for helping.
Last Edit: September 22, 2014, 01:16:41 am by Centric
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In my map, there is a pit. If a player falls, I want to play a arms flailing animation and have it loop until the player dies. ( or leaves the trigger) how would I script this in? I'm assuming this is simple, but it probably has to do with traverses, which I know nothing about.

You'll probably need to make a custom anim, unless there is an anim for it already. Traverses are only for AI i believe.
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in-deed traverses are just for AI. and you would need to make pretty much the same process needed to make a perk bottles.
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I don't really know how perks work... So I don't know what you mean by that. There is an animation in ghosts for sure, it's on the last mission if you jump of the train. but I think there is also one in black ops 1 vorkuta. So can I have a more detailed explanation? Thanks :)
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I thought you where talking about the origins robot ejection animation, but im assuming you could make a trigger that is a trigger_multiple and script it to play an animation while in that trigger? someone who knows more on scripting will have to confirm if that could work
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Well I would disable weapons inside of it as you can't really flail anims in first person, unless you script in CSC as well.
Playing a player anim would be overrided by attempting to crouch and sprinting and going down inside of it, I assume you can do the animation by using setAnim (also using useAnimTree) but I'm not used to using setanim so I can't help out much more than that.
Marked as best answer by Centric 12 years ago
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If i was doing this thing, i would just extract the animations, make a new weaponfile, set the gunmodel as the regular hand model and use the falling animation as idle animation. Make a trigger_multiple, and when the player hits the trigger it gives the player the weaponfile (with the falling animation) and you can take it away when he dies (or when he gets back in the game, i don't know what your pit is going to do).

You could also disable Weaponcycling, so the player can't get another weapon.

Lukkie1998

 
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