Author Topic: Playertype Animation Priority (Solved)  (Read 856 times)

I was making a cute lil caterpillar playertype, when I started blockland and tested it. None of It's animations play. When I Self Delete the test the death animation, the server crashes. I get torque showtool and try the thing out. Only the death animation plays. I look through milkshape's animatiom settings comparing them to death's. But nothing is different. Have any of you experienced this OR know why thic could have happened?

Ok that was solved. Most of it anyways. But the game crashes when I Self Delete. What can cause this?

Did some tests. I took away death animation from the script completely, so it shouldnt be the animation that is causing this.


Now that is fixed. But when it walks, it mixes with root. When it dies, it mixes with root. Activate is just fine though.

Code:
// Load dts shapes and merge animations
datablock TSShapeConstructor(CaterpillarDts)
{
   baseShape  = "./shapes/caterpillar.dts";
   sequence0  = "./shapes/CAT_root.dsq root";

    sequence1  = "./shapes/CAT_run.dsq run";
    sequence2  = "./shapes/CAT_root.dsq walk";
    sequence3  = "./shapes/CAT_root.dsq back";
    sequence4  = "./shapes/CAT_root.dsq side";

    sequence5  = "./shapes/CAT_root.dsq crouch";
    sequence6  = "./shapes/CAT_root.dsq crouchRun";
    sequence7  = "./shapes/CAT_root.dsq crouchBack";
    sequence8  = "./shapes/CAT_root.dsq crouchSide";

    sequence9  = "./shapes/CAT_root.dsq look";
    sequence10 = "./shapes/CAT_root.dsq headside";
    sequence11 = "./shapes/CAT_root.dsq headUp";

    sequence12 = "./shapes/CAT_root.dsq jump";
    sequence13 = "./shapes/CAT_root.dsq standjump";
    sequence14 = "./shapes/CAT_root.dsq fall";
    sequence15 = "./shapes/CAT_root.dsq land";

    sequence16 = "./shapes/CAT_root.dsq armAttack";
    sequence17 = "./shapes/CAT_root.dsq armReadyLeft";
    sequence18 = "./shapes/CAT_root.dsq armReadyRight";
    sequence19 = "./shapes/CAT_root.dsq armReadyBoth";
    sequence20 = "./shapes/CAT_root.dsq spearready";  
    sequence21 = "./shapes/CAT_root.dsq spearThrow";

    sequence22 = "./shapes/CAT_root.dsq talk";  

    sequence23 = "./shapes/CAT_death.dsq death1";
   
   sequence24 = "./shapes/CAT_root.dsq shiftUp";
    sequence25 = "./shapes/CAT_root.dsq shiftDown";
    sequence26 = "./shapes/CAT_root.dsq shiftAway";
    sequence27 = "./shapes/CAT_root.dsq shiftTo";
    sequence28 = "./shapes/CAT_root.dsq shiftLeft";
    sequence29 = "./shapes/CAT_root.dsq shiftRight";
    sequence30 = "./shapes/CAT_root.dsq rotCW";
    sequence31 = "./shapes/CAT_root.dsq rotCCW";

    sequence32 = "./shapes/CAT_root.dsq undo";
    sequence33 = "./shapes/CAT_root.dsq plant";

    sequence34 = "./shapes/CAT_root.dsq sit";

    sequence35 = "./shapes/CAT_root.dsq wrench";

   sequence36 = "./shapes/CAT_activate.dsq activate";
   sequence37 = "./shapes/CAT_root.dsq activate2";

   sequence38 = "./shapes/CAT_root.dsq leftrecoil";
};    

datablock PlayerData(Caterpillar : PlayerStandardArmor)
{
   cameraVerticalOffset = 0.5;
   cameraMaxDist = 4;
   shapefile = "./shapes/caterpillar.dts";
   canJet = 0;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 0;
   maxBackwardSpeed = 0.0;
   maxBackwardCrouchSpeed = 0;
   maxForwardCrouchSpeed = 0;
   maxSideSpeed = 0.05;
   maxSideCrouchSpeed = 0;
    maxUnderwaterSideSpeed = 0;
    maxUnderwaterBackwardSpeed = 0;
      
   showEnergyBar = false;

   minJumpSpeed = 0;
   maxJumpSpeed = 200;
   
   rideable = true;
   canRide = false;
   paintable = true;
   
   boundingBox            = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
   crouchBoundingBox      = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
   proneBoundingBox      = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";

   maxItems   = 5;
   maxWeapons   = 5;
   maxTools   = 5;

   lookUpLimit = 0.80;
   lookDownLimit = 0.80;
   upMaxSpeed = 4;
   upResistSpeed = 3;
   upResistFactor = 0.6;

   maxDamage = 150;
   jumpForce = 0; //8.3 * 90;
   jumpsound = "";
   uiName = "Caterpillar";
   BrickKillRadius = 0.5;

};


Alright that stuff is fine. But now I need to know what 'Priority' I need to make my animations.

root
run
activate
death
« Last Edit: May 30, 2012, 05:34:00 PM by Uxie² »

« Last Edit: May 28, 2012, 03:54:33 PM by Uxie² »

-removed-




-removed content because it was no longer needed-
« Last Edit: May 28, 2012, 03:54:16 PM by Uxie² »

last I checked, all of the sequences need to be defined with a set animation, like the wrench movements and stuff

try that?

horse is a good example

Code: [Select]
datablock TSShapeConstructor(HorseDts)
{
baseShape  = "./horse.dts";
sequence0  = "./h_root.dsq root";

sequence1  = "./h_run.dsq run";
sequence2  = "./h_run.dsq walk";
sequence3  = "./h_back.dsq back";
sequence4  = "./h_side.dsq side";

sequence5  = "./h_root.dsq crouch";
sequence6  = "./h_run.dsq crouchRun";
sequence7  = "./h_back.dsq crouchBack";
sequence8  = "./h_side.dsq crouchSide";

sequence9  = "./h_look.dsq look";
sequence10 = "./h_root.dsq headside";
sequence11 = "./h_root.dsq headUp";

sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./h_root.dsq fall";
sequence15 = "./h_root.dsq land";

sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./h_root.dsq armReadyLeft";
sequence18 = "./h_root.dsq armReadyRight";
sequence19 = "./h_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready";  
sequence21 = "./h_root.dsq spearThrow";

sequence22 = "./h_root.dsq talk";  

sequence23 = "./h_death1.dsq death1";

sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";

sequence32 = "./h_root.dsq undo";
sequence33 = "./h_plant.dsq plant";

sequence34 = "./h_root.dsq sit";

sequence35 = "./h_root.dsq wrench";

   sequence36 = "./h_root.dsq activate";
   sequence37 = "./h_root.dsq activate2";

   sequence38 = "./h_root.dsq leftrecoil";
};    

make all the missing animations use root

That fixes one problem. But now, things rapidly loop when I do stuff. When im running, I flip back and forth from run and root. Same for death and activate. all those animations I made for it flip and glitch with root. Why?

Now I need to know the order of priorities. Things are being forgeted up or arranged weird because I don't know what order they should be.
« Last Edit: May 29, 2012, 07:11:01 AM by Uxie² »

Its all fixed. I removed the torque constructor code because it gets auto defined. I didnt export as a seperate dsq, just as one .dts. It ran perfectly. It all works now.