Forum

Different animation system for player and monsters

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Different animation system for player and monsters

Postby Orion » Sat Jan 15, 2011 3:39 am

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. :wink:

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. :wink:

Image


File: http://www.quaketastic.com/upload/files/single_player/mods/newanim.zip
User avatar
Orion
 
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Postby ceriux » Sat Jan 15, 2011 6:03 am

i might check this out soon.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby leileilol » Sat Jan 15, 2011 12:12 pm

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
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Different animation system for player and monsters

Postby OneManClan » Fri Jan 21, 2011 7:33 am

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.
OneManClan
 
Posts: 243
Joined: Sat Feb 28, 2009 2:38 pm

Postby Orion » Fri Jan 21, 2011 2:01 pm

Well, I didn't put any fade to black effect when dead. :?
But I think there are some engines that do it, but the simplest way to do it in QC is stuffcmd'ing gamma, but that's odd.
User avatar
Orion
 
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest