Rts creature pack - rts-sk scripts needed
by Ori Cohen · in RTS Starter Kit · 06/06/2008 (1:11 am) · 5 replies
I have just released the rts creature pack, the price of the pack is 20$ you can check it out at www.garagegames.com/products/295
currently the rts characters are able to load in the rts-sk, the creature animations are not part of the dts file which means that the characters wont animate. the best solution is to the fix actual rts scripts and add them to the pack.
if someone is willing to do a trade for those script fixes. i will be willing to give him the rts creature pack.
i have looked at the script files i dont believe its a big fix.
you can always contact me at orioric d.o.t gmail d.o.t com
currently the rts characters are able to load in the rts-sk, the creature animations are not part of the dts file which means that the characters wont animate. the best solution is to the fix actual rts scripts and add them to the pack.
if someone is willing to do a trade for those script fixes. i will be willing to give him the rts creature pack.
i have looked at the script files i dont believe its a big fix.
you can always contact me at orioric d.o.t gmail d.o.t com
#2
06/08/2008 (12:27 am)
Someone has contacted me, we will have full rts-sk support soon. i will add it to the pack or as a resource :)
#3
The RTSKit does not have any defend/take damage animations by default, and has no support for playing them basically, if a unit is not moving or attacking, then the engine forces it to play the idle animation
guy said that the fix is not trivial and he thinks a source intervention is needed. what do you think about this?
do you have any ideas?
Ori.
06/08/2008 (1:46 am)
We have a slight problem,The RTSKit does not have any defend/take damage animations by default, and has no support for playing them basically, if a unit is not moving or attacking, then the engine forces it to play the idle animation
guy said that the fix is not trivial and he thinks a source intervention is needed. what do you think about this?
do you have any ideas?
Ori.
#4
The ideal place for this would be to play the defend / takeDamage animations using setActionThread from within the units onDamage() script function, as this is called whenever the unit receives damage.
But, every RTSUnit::processTick, if a unit is not moving or attacking, then setActionThread is set to the idle animation (just before the PROFILE_END for RTSUnit_move). And this is done every tick (Yikes!).
This call to set the action thread to idle cannot simply be removed, as then the run animations play continuously.
06/08/2008 (1:56 am)
A little more info:The ideal place for this would be to play the defend / takeDamage animations using setActionThread from within the units onDamage() script function, as this is called whenever the unit receives damage.
But, every RTSUnit::processTick, if a unit is not moving or attacking, then setActionThread is set to the idle animation (just before the PROFILE_END for RTSUnit_move). And this is done every tick (Yikes!).
This call to set the action thread to idle cannot simply be removed, as then the run animations play continuously.
#5
06/13/2008 (4:22 pm)
Err... Then make it so setActionThread is set to idle whenever a RTSUnit is not moving, attacking, or taking damage. I would have thought that was obvious :P
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