ohhhh it burrrrrnssssss
Even if you were to compile you wouldn't be using a stable build. For all you know the next RC isn't out yet because it has an F7 or worse problem. Unless you want to pay Korn to get it done faster I'd hold off complaining, he's doing this in his own spare time, and he probably doesn't have time to create a stable build just for you.
Hey Masterz, that's no way to talk about OpenSau-
oh wait, you're defending it
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I modified the engine's 1st person weapon code to correctly use random animation permutations (you can all thank Choking Victim for the inspiration and testing to make sure I didn't bork things up). The implementation doesn't require you to change anything, and you just specify the permutation modifier (%) in your animation name like you would for other animations (units, scenery, etc) that support permutations.
I'm trying to figure out where the code is that starts a device's animations so they too can have random permutations. However, they don't seem to be using the same functions as units\weapons\scenery. Gee, my work would be so much easier if I had access to the game's source
I wonder if I sold my soul to Gearbox (ie, landed a job there), if they would let me work on Custom Edition in my free time? Probably not.
Thought of random animations a while back as well. Just couldn't be bothered ;P
You specify a percentage of randomness at an animation joint and when the animation is executed the animation at that joint is randomized in any world space direction. e.g. if you melee somebody his elbow will always be in a different place. (If that's what random animation permutations are).
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