Different animation system for player and monsters
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Different animation system for player and monsters
Hey, I made a different animation system for the monsters strongly based on the scratch tutorials, using anim_end and such.
This was merely to make life easier on coders who put new monsters in, so you don't have to copy and paste and number all animation functions one by one.
This made monsters a bit more aggressive, as they can immediately get out of a pain animation and attack. Also, when a monster uses his melee attack, he'll charge you faster than usual, but each monster has a different speed.
And I made a function which creates a temporary entity to make a monster attack at the proper frame, and then remove it.
But I also did some modifications on some monsters and weapons, but you can use it in vanilla Quake, because the source code is included.
I've implemented gibbable corpses, winquake-friendly. If you run it on DarkPlaces the dead bodies won't block your way but you can gib'em, but on a regular engine you can step over and slide over dead bodies, but this is a little annoying and you'll have to gib some bodies so you have more movement freedom.
Here's a screenshot of a pile of dead grunts.
File: http://www.quaketastic.com/upload/files/single_player/mods/newanim.zip
This was merely to make life easier on coders who put new monsters in, so you don't have to copy and paste and number all animation functions one by one.
This made monsters a bit more aggressive, as they can immediately get out of a pain animation and attack. Also, when a monster uses his melee attack, he'll charge you faster than usual, but each monster has a different speed.
And I made a function which creates a temporary entity to make a monster attack at the proper frame, and then remove it.
But I also did some modifications on some monsters and weapons, but you can use it in vanilla Quake, because the source code is included.
I've implemented gibbable corpses, winquake-friendly. If you run it on DarkPlaces the dead bodies won't block your way but you can gib'em, but on a regular engine you can step over and slide over dead bodies, but this is a little annoying and you'll have to gib some bodies so you have more movement freedom.
Here's a screenshot of a pile of dead grunts.
File: http://www.quaketastic.com/upload/files/single_player/mods/newanim.zip
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
cycle weapon after nailgun to supernailgun is broken when you're out of cells, it won't skip over to the next
The big benefit of this is progs.dat size reduction if you hexen2anim-ize it all and also may make my life easier as a modeler as there's no frame macroing pain...... infact it reminds me a lot of Unreal. hell the grunt already behaves like a skaarjwarrior
The big benefit of this is progs.dat size reduction if you hexen2anim-ize it all and also may make my life easier as a modeler as there's no frame macroing pain...... infact it reminds me a lot of Unreal. hell the grunt already behaves like a skaarjwarrior
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: Different animation system for player and monsters
Thanks Orion,
Really enjoying this.
Q: How was the 'fade to black' (when dead) implemented?
I've been looking through the source and can't find any reference to it.
Really enjoying this.
Q: How was the 'fade to black' (when dead) implemented?
I've been looking through the source and can't find any reference to it.
- OneManClan
- Posts: 243
- Joined: Sat Feb 28, 2009 2:38 pm
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