DTS Dog bite animation help
by Jason Davis · in Torque Game Engine · 08/08/2006 (9:02 am) · 7 replies
Alright, thanks in advance to anyone willing to help me out. I tried to post this question in the private forums because I had a feeling this would require some engine modifications, but I might be (hopefully) wrong. So I will post it here:
I have an AI character based off of the AIGuard resource. It is a dog-looking creature that runs and attacks the player. The dog works great, it inflicts damage with the weapon mounted on it when it "bites" the player.
I want the dog to actually ANIMATE a biting animation while attacking. So far, I have the biting animation (done in milkshape) loaded into the engine, but when I use setActionThread it does absolutely nothing. I tried hacking it with playThread but then the death animation (which I invoke with setActionThread) does not work. Any help on this is appreciated!! Thanks!
- Jason
I have an AI character based off of the AIGuard resource. It is a dog-looking creature that runs and attacks the player. The dog works great, it inflicts damage with the weapon mounted on it when it "bites" the player.
I want the dog to actually ANIMATE a biting animation while attacking. So far, I have the biting animation (done in milkshape) loaded into the engine, but when I use setActionThread it does absolutely nothing. I tried hacking it with playThread but then the death animation (which I invoke with setActionThread) does not work. Any help on this is appreciated!! Thanks!
- Jason
#2
08/08/2006 (9:52 am)
It's a thought, Surge... but I cannot imagine a way that someone could pull that technique off and make it look right, ya know? Right now, the dog's animation includes the head lunging forward (with the shoulders), the mouth opening very widely, and then closing and going back to the root animation.
#3
08/08/2006 (11:00 am)
If you use playthread for the biting animation, why not just use playthread to invoke the death animation as well?
#4
- Jason
08/08/2006 (11:41 am)
Sean, that sounds like such an obvious suggestion that I immediately lunged out of my chair to yell "I already tried that!", but when reflecting on it, I think I might have still been using setActionThread for the death animation. Thanks for the tip, though obvious, but solid. :-) I'll let you guys know how this goes.- Jason
#5
08/08/2006 (11:45 am)
Or you could put a recoil anim in the fireState for the dogs' weapon.
#6
08/09/2006 (7:25 am)
So far, Sean's suggestion is working properly. I might also try out Tim's suggestion (thanx Tim) to see what kind of difference it makes. :-)
#7
It would be a great Resource/HowTo, explaining how to 'correctly' get TScript having the weapon making the player do a bit more. And it would be totally boss to have the default SDK have more player/weapon interaction, since it seems the ShapeBaseImages, do quite a bit of work for the client.
Is it a matter of defining a Server or Client Cmd function?
08/09/2006 (7:27 am)
That was my suggestion yesterday, as my connection crapped out...use the recoil callback for the 'weapon-holder's' action; it's the only one you get without Source changing...as far as I know.It would be a great Resource/HowTo, explaining how to 'correctly' get TScript having the weapon making the player do a bit more. And it would be totally boss to have the default SDK have more player/weapon interaction, since it seems the ShapeBaseImages, do quite a bit of work for the client.
Is it a matter of defining a Server or Client Cmd function?
Torque Owner Surge
MDNAMEDIA
initiate the animation of the biting?