Author Topic: Player Bone Names and Player Sequences  (Read 2834 times)

am_armreadyboth - /hug | /zombie
am_armreadyleft - raise the left hand
am_armreadyright - raise the right hand, used for weapons on default

Im not sure, but I think they are right.

root
run
walk
back
side
crouch
crouchRun
crouchBack
crouchSide
look
headside
headUp
jump
standjump
fall
land
armAttack
armReadyLeft
armReadyRight
armReadyBoth
spearready
spearThrow
talk
death1
shiftUp
shiftDown
shiftAway
shiftTo
shiftLeft
shiftRight
rotCW
rotCCW
undo
plant
sit
wrench
activate
activate2
leftrecoil

Can you make these more than one word? I'm unsure of the names on some of them.

Can you make these more than one word? I'm unsure of the names on some of them.

They're exactly the correct player sequences, and Chrono made an exact list of them. Please do follow this instead.

They're exactly the correct player sequences, and Chrono made an exact list of them. Please do follow this instead.

Alright.

Alright, got it done.

Thanks guys. Now I just need just need to learn how to set up sequences.

Google Time!

am_headside - The head rotating, used for freelook
am_headup - The head is moved up slightly (try player.setheadup(1);)
am_land - The "oof" looking effect when you land from a fall.
am_leftrecoil - Shifts the left arm up as if from gun recoil. The Guns Akimbo uses it.
am_look - Spins the torso on the X axis. Used for pitch camera adjustment.
am_root - "Null" thread, no animation
am_side - Moving sideways

-bunch of sequences-
I guess I haven't taken the time to describe them.

root - No animation
run - Moving forward
walk - I haven't ever actually seen this used.
back - Moving bacwards
side - Moving to the side, animation played in reverse for moving the other way
crouch - Crouching
crouchRun - Crouching and moving forward
crouchBack - Crouching and moving backward
crouchSide - Crouching and moving to the side, reversed for moving other way
look - Usure on this, however it may be when you look up and down.
headside - Freelook.
headUp - When you have nodes enabled that require neck usage. Moves the head up.
jump - jump
standjump - Not sure on this one
fall - When you have been falling for awhile. The legs go into an almost sitting position, but not equal, one leg is more bent than the other one.
land - When you hit the ground
armAttack - Swinging a weapon
armReadyLeft - Holding the left hand out forward
armReadyRight - Holding the right hand out forward
armReadyBoth - Holding both hands out forward, used to save sequence slots for other stuff
spearready - Flipping the hand around and pulling it behind the back.
spearThrow - From the spearready position, move hand like you have thrown something
talk - The wiggly around when you talk (known as FWAR play?)
death1 - Fall backwards with your legs and arms in the air.
shiftUp - flick the right hand (or both?) upwards, used when moving a brick upwards
shiftDown - flick the right hand (or both?) downwards, used when moving a brick downwards
shiftAway - flick the right hand (or both?) upwards, however less than shiftup, used when moving a brick away from yourself
shiftTo - bla bla bla
shiftLeft - Twist the right hand to the left, used when moving a brick to the left
shiftRight - bla bla bla, to the right, yadda yadda
rotCW - Rotates the right hand in a full 360 spin clockwise, used when rotating a brick clockwise, or using pushbroom.
rotCCW - bla bla bla
undo - Shake the head "no", used when... well you should know.
plant - The body moves as if setting something down, without actually moving the arms, used when planting a brick
sit - Sit.
wrench - The hand wiggles, as if you are wrenching something
activate - Move the right hand up.
activate2 - Move both hands up in sequence
leftrecoil - Move the left hand up.

Is the plant tool handeled somehow difrently than other weapons/tools?


I don't think so.

I do, since it doesn't mount to the mount0, and on the horse it's held in the horses mouth instead of the side where all the other weapons are mounted to.

I do, since it doesn't mount to the mount0, and on the horse it's held in the horses mouth instead of the side where all the other weapons are mounted to.
It does mount to mount0.
There's a bricksidetool which the horse mounts instead, which doesn't goto mount0.

There's a bricksidetool which the horse mounts instead, which doesn't goto mount0.
What does it mount to?

It does mount to mount0.
There's a bricksidetool which the horse mounts instead, which doesn't goto mount0.

I am using horse as a base for my playertype, what part of the script do I change to prevent it from using the special tool?

I found a sequence called boot. I played it with Shaper and the player goes up and down like walking but without moving its feet and hands.

Like the talking animation?