Animations and possibly caused by AI
by Adam Gardner · in Torque 3D Professional · 04/08/2012 (8:16 pm) · 3 replies
OK so I'm working on a zombie game out of sheer fun, well my fun is dissipating because I have been stuck on this for about 2 days now and cant figure out why my zombie messes up on the attack animation.
Now I have been looking on the site for the pass 2 days as well and can't find an answer.
Here is what I got so far,
I've made it so I can play the zombie
I have added melee ray-casting
Every animation works when I play the zombie
When the AI is the zombie it does this wired animation when its suppose to attack me but its suppose to do the attack animation by %obj.setActionThread("Attack1"); right before the damage function is called and sometimes it does play it but most of the time its doing the animation in the Screen shot below.

I've done almost every thing I could think of and cant find a solution to this as for it works until it becomes an AI then the animations are incorrect is there anyone that might have a solution to this if any thing I understand that the attacks and run animation on the zombies cant be played at the same time (Blended) because of all the bones being modified in each animation to create realism possibly a way to Stop the AI or Player if hes doing the attack animation to keep him from moving so that It wont play the run animation until he is done attacking, How would something like that work?
Here is a video that shows the attack and not have problems on the AI.
Now I have been looking on the site for the pass 2 days as well and can't find an answer.
Here is what I got so far,
I've made it so I can play the zombie
I have added melee ray-casting
Every animation works when I play the zombie
When the AI is the zombie it does this wired animation when its suppose to attack me but its suppose to do the attack animation by %obj.setActionThread("Attack1"); right before the damage function is called and sometimes it does play it but most of the time its doing the animation in the Screen shot below.

I've done almost every thing I could think of and cant find a solution to this as for it works until it becomes an AI then the animations are incorrect is there anyone that might have a solution to this if any thing I understand that the attacks and run animation on the zombies cant be played at the same time (Blended) because of all the bones being modified in each animation to create realism possibly a way to Stop the AI or Player if hes doing the attack animation to keep him from moving so that It wont play the run animation until he is done attacking, How would something like that work?
Here is a video that shows the attack and not have problems on the AI.
#2
in my old pc it took 1.5 min to play that animation.before playing that animation zombie slides to me.
also happened same when u open two t3d window to test multiplayer mode.
04/08/2012 (11:50 pm)
also i have seen animation messing up(when u are playing animation using setActionThread) in low configuration pc.in my old pc it took 1.5 min to play that animation.before playing that animation zombie slides to me.
also happened same when u open two t3d window to test multiplayer mode.
#3
04/08/2012 (11:51 pm)
Never mind I figured out my errors the data-blocks were messing with it for some reason now I just have to mess with the damage and animations to get them to play right.
Ahsan Muzaheed
Default Studio Name
attack during running mode?-->not possible with those animation.
stop then attack(like that video)-->possible.
post your script.i will test that with my scripts.also post your model's onLoad function.
from my one:
function MegaZombieDts::onLoad(%this) { . . . . . %this.setSequenceCyclic("Attack1", "0"); }here is my old script's result:
http://vimeo.com/37899350
http://vimeo.com/37892624