Disable Death Animation

Author Topic: Disable Death Animation  (Read 2801 times)

Ya but I don't know of a way without changing the whole death animation.

I don't think disabling the animation is possible...

Perhaps I would have to remove the object and create a new one and force that one to tumble. But... It wouldn't inherit the velocity from the projectile that killed you.

I believe you can pause the animation.

You guys are pandaing handicapped.  You have no creative thinking or logical reasoning abilities whatsoever.

Just package out Player::playDeathAnimation().
« Last Edit: July 07, 2008, 10:25:23 AM by Trader »

Code: [Select]
package NoDeathAnimation
{
function Player::PlayThread(%slot,%thread)
{
if(%thread $= "death1")
return;
Parent::PlayThread(%slot,%thread);
}
};
ActivatePackage(NoDeathAnimation);

Lol, headcrab is an idiot.  Every time I present a logical way to do something, he persists in doing it his own way.  There's no point to override a method that affects every animation when you can simply override a method intended for use with the specific animation you're wanting to disable.

I guess I'm an idiot, but in a different way. I didn't check page 2  :cookieMonster:

Code: [Select]
package NoDeathAnimation
{
   function Player::playDeathAnimation()
   {
      //Do nothing
   }
}
activatePackage(NoDeathAnimation);
I agree with Trader :cookieMonster:

Code: [Select]
function Player::playDeathAnimation()
{
}

If it doesn't call the parent function there's almost no need to have it in a package. Torque messes up a lot with activating/deactivating packages anyway...

Torque messes up a lot with activating/deactivating packages anyway...

Not in v9, as far as I can tell.

Does it do this still? (I think this was actually a 'planned' Torque feature but it is quite annoying to me and makes de/activatable mods a pain to make)

People would have to make 'load' and 'unload' scripts for all of their Add-Ons - things like Team Deathmatch cannot be deactivated easily during the game as they overwrite many game functions.

You'd end up with lots of problems for advanced mods that actually change gameplay being activated and deactivated. Packaged functions (That overwrite parts of other functions but keeping the 'original' code for it) are very unpredictable in Torque and will not work right when activating and deactivating lots of things at once: (Put each of these lines into the console, in order)
Code: [Select]
function showMsg(){echo("Hi.");}
package one{function showMsg(){echo("ONE");Parent::showMsg();}};
package two{function showMsg(){echo("TWO");Parent::showMsg();}};
activatePackage(one);showMsg();
It should say 'ONE' and then 'Hi.' on the next line.
Code: [Select]
activatePackage(two);showMsg();It should say 'TWO', 'ONE' and then 'Hi.'.
Code: [Select]
deactivatePackage(one);showMsg();It only says 'Hi.'. Even though you haven't deactivated two, deactivating packages 'before' others will stop the ones activated after it from working.

This could cause a problem: If a minigame 'Hide Names' script overwrites the player spawn functions and then Team Deathmatch overwrites the same ones (for uniforms, say), deactivating Hide Names will stop Team Deathmatch from working even though you haven't disabled that.

I had a feeling that they had no idea what they were talking about.

I had a feeling that they had no idea what they were talking about.

Well, you didn't know any more than they knew.  Anyway, tumble on death is pretty pandaing fail because it causes the player to be a vehicle.  The next time I get killed by a pandaing corpse dropping to the ground, I'm going to kill all of you in your sleep.

@ Space Guy:

I'll test that later.