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FRain
July 31st, 2009, 12:02 AM
I have ODST Pods. For a while I just used physics to drop them and the players in them. I then custom animated them to look a little cleaner. The script, which runs at startup, spawns the character inside of the pod, as well as the other two pods which have spartans in them. After this, the custom animation plays. However, the custom animation ingame basically just animates the odst pods 3x faster than it was animated, then snaps to the ground where i placed it. (the animation is of it dropping to its origin position, and then set as JMM). You then wait for what would be the duration of the rest of the animation, sitting on the ground, before the script ejects you.

Also, if I climb back into the odst pod and trigger the custom animation AFTER the script is done, it works fine. If I trigger the custom anim while I'm still sitting in the pod, it fucks up as described above.

Here's the script itself:



(script startup insertion
(vehicle_load_magic insertion2 "w-driver" (unit (list_get (players) 0)))
(sound_looping_start "somethingteam\levels\music\level_a\level_a_intro" none 1 )
(ai_attach sierra-259 spartan259)
(ai_attach sierra-258 spartan259)
(unit_enter_vehicle sierra-259 insertion3 "w-driver")
(unit_enter_vehicle sierra-258 insertion4 "w-driver")
(player_enable_input false )
(unit_custom_animation_at_frame insertion2 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
(unit_custom_animation_at_frame insertion3 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
(unit_custom_animation_at_frame insertion4 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
)
[ I also tried custom_animation command as well. Same results ]
(sleep 349)
(vehicle_unload insertion3 "w-driver" )
(unit_exit_vehicle (unit (list_get (players) 0)))
(vehicle_unload insertion3 "w-driver" )
(player_enable_input true )
(vehicle_unload insertion4 "w-driver" )
(sleep 1800 )
(ai_attach sierra-259 spartans_move_here)
(ai_attach sierra-258 spartans_move_here)


halp

CodeBrain
July 31st, 2009, 03:40 PM
(unit_custom_animation_at_frame insertion2 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
(unit_custom_animation_at_frame insertion3 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
(unit_custom_animation_at_frame insertion4 somethingteam\cinematic\odst_pod\level1\level1 "stand fixed idle" 0 1 )
)


no no no no no.

Why the fuck are you using that command, AND stand fixed idle?

Do this instead:



1. Open the bsp in Max (If you don't have it, import it), and import your pods.

2. Put them at the height you want them to start at, and start animating from there. It is suggested to have long animation frames, because Halo makes the animation play fast if you have a low amount of frames.

3. Once done get CAD's Animation Exporter, set it to JMW (World Relative) and export. Compile through tool. Stir thoroughly.

4. Open your pod model, copy the nodelist checksum, paste it into the custom animation.

5. Bake for 5 minutes.

6. ???

7. PROFIT!!!

That should work, it's how I do my pelican dropoffs.

FRain
July 31st, 2009, 03:45 PM
Great, so that means I get to do 8 different pod animations? Awesome.

Also, stand fixed idle is just the name of the animation.

E: Again, if I trigger the animation AFTER that script finishes, it the animation will play just fine.

Ki11a_FTW
July 31st, 2009, 06:26 PM
no no no no no.

Why the fuck are you using that command, AND stand fixed idle?

Do this instead:


That should work, it's how I do my pelican dropoffs.

JMW is ok for things like dropships, but drop pods no. Its easier just to place them in the position you want and have them play the same dropping animation at different times.

FRain
August 2nd, 2009, 02:39 PM
(nudge)
still not working..