A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Halo CE reach sprint

Author Topic: Halo CE reach sprint (35 messages, Page 1 of 1)
Moderators: Dennis

grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 12, 2011 11:36 PM    Msg. 1 of 35       
So yeah i'm making a sprint. What i need is an animation. thats it and i'll be done with it. so if anyone has\can make me an animation then i'll release it and so on


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Apr 13, 2011 01:34 AM    Msg. 2 of 35       
I don't get you. You're asking for someone to make the thing and let you release it so you get credit? Whuh?


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Apr 13, 2011 01:36 AM    Msg. 3 of 35       
He needs someone to animate that actualy sprinting animation. He is implementing it.


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Apr 13, 2011 09:50 AM    Msg. 4 of 35       
Quote: --- Original message by: Dancing Mad
I don't think that's actually possible to implement.

You could do it by replacing the crouch function, but you would still be able to shoot as you sprint.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 13, 2011 10:54 AM    Msg. 5 of 35       
Now you see what i' doing. I replaced the speed of the crouch walk forward and changed the hight of the camera when you crouch. Now all i need is an animation so i can complete it. And Yes credit will be given to the animator and tags will be released if the animator allows


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Apr 13, 2011 02:44 PM    Msg. 6 of 35       
Whats wrong with a Gears of War roadie run???


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Apr 13, 2011 04:18 PM    Msg. 7 of 35       
Quote: --- Original message by: Muscl3r
Whats wrong with a Gears of War roadie run???
i love that. And also, i dont think people would likwe their crouch being replaced.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 13, 2011 08:15 PM    Msg. 8 of 35       
well it is my map that i'm talking about. and it wouldn't completely remove crouch. It would just transform crouch walk into sprint. you would still be able to tuck down and not move but if you walk then you shoot off instead of slowly moving. And we could even make it so you keep your head down but still run as fast


yayaplols
Joined: Nov 29, 2009

Cara bel, cara mia bella! Mia bambina, oh ciel....


Posted: Apr 13, 2011 11:41 PM    Msg. 9 of 35       
Why not flashlight? Press it for the spartan to sprint... press it again to make it stop springing, like in Halo: Reach. That way you can still have crouch and sprint. (plus the flashlight runs on a bar)


TVTyrant
Joined: Mar 16, 2008

Who am I?


Posted: Apr 14, 2011 12:01 AM    Msg. 10 of 35       
Somebody was working on this back in 09 (anyone remember HDoan?) bu he has since quit the business. Haven't seen him in about a year or more.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 14, 2011 01:21 AM    Msg. 11 of 35       
I haven't seen HDoan log on in almost a year.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 14, 2011 09:33 AM    Msg. 12 of 35       
Quote: --- Original message by: grunt_eater
Now you see what i' doing. I replaced the speed of the crouch walk forward and changed the hight of the camera when you crouch. Now all i need is an animation so i can complete it. And Yes credit will be given to the animator and tags will be released if the animator allows


I forsee several problems with that.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 14, 2011 10:40 AM    Msg. 13 of 35       
really? because it works fine for me for what i want. All except the animation. It doesn't completely take out crouch. you can still crouch just not sneak forward instead you move a ton faster and the camera is a little higher


Volteer55
Joined: Jul 11, 2010


Posted: Apr 16, 2011 09:54 AM    Msg. 14 of 35       
Why not use a new unit seat thing, example;

(script continuous sprint
(sleep_until (= (unit_get_current_flashlight_state (player0) 1))
(unit_set_seat (Player0) "alert")
(sleep_until (= (unit_get_current_flashlight_state (Player0) 0))
(unit_set_seat (player0) ""))


if unit_set_seat hasn't got a valid seat name, it will revert to its orignal state,
from what i recall from ingame dev.
Just use "stand" if it doesn't work.

btw if no one has an animation, juse use the unarmed running anim.

EDIT: Dont Forget! Halo: Reach only Has 1 Armor Ability on the Player at Any one Time
Edited by Volteer55 on Apr 16, 2011 at 09:58 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 16, 2011 10:21 AM    Msg. 15 of 35       
Yes i know halo reach has only one armor ability. And the reason i don't want it to be flashlight is i want it to be animated and don't know how to make flashlight do an animation...Plus i think the idea of editing my flashlight Jetpack to do this is foolish because it speeds up as it goes and it doesn't have the added force of you running. you would accelerate so fast it could kill you. So i would much rather use my way. And in the beta of my map i am fine with you having 2 or 3 armor abilities. But, i do like your idea of using the unarmed run animation. for the pistol at least. I'l edit it for the rifles to make it look right


bobbysoon
Joined: Feb 1, 2007


Posted: Apr 16, 2011 11:11 AM    Msg. 16 of 35       
Why even keep the regular running animation, when everyone would be sprinting all the time anyway?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 16, 2011 11:21 AM    Msg. 17 of 35       
Animation stances (seats) are the way to go.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 16, 2011 11:51 AM    Msg. 18 of 35       
could you post the link to a tutorial on animation seats? and how they work and what they do and so on. Also does anyone know how to make new FP animation such as crouch\crouch run?


bobbysoon
Joined: Feb 1, 2007


Posted: Apr 16, 2011 06:41 PM    Msg. 19 of 35       
http://ghost.halomaps.org/tutorials/
Some are broken links, others will get you started

Also, you'll want these gmax scripts:
gbxmodel and animation importers: http://ghost.halomaps.org/bluestreak/
animation exporter: http://hce.halomaps.org/index.cfm?fid=3627
import gbxmodels, and import their animations to get familiar. Overlays (non- .jma) will import looking jacked though, because their keyframe positions & rotations are supposed to be in addition to the base animation. Make sense? Oh well.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 16, 2011 07:04 PM    Msg. 20 of 35       
Quote: --- Original message by: bobbysoon
http://ghost.halomaps.org/tutorials/
Some are broken links, others will get you started

Also, you'll want these gmax scripts:
gbxmodel and animation importers: http://ghost.halomaps.org/bluestreak/
animation exporter: http://hce.halomaps.org/index.cfm?fid=3627
import gbxmodels, and import their animations to get familiar. Overlays (non- .jma) will import looking jacked though, because their keyframe positions & rotations are supposed to be in addition to the base animation. Make sense? Oh well.


...I already know how to make\export\compile\switch out animations. needed was a tutorial on how the "seats" work and what they do and so on

EDIT: So witch one do i use?
Edited by grunt_eater on Apr 16, 2011 at 07:08 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Apr 16, 2011 09:34 PM    Msg. 21 of 35       
Have you seen Customizing HaloCE Models? It goes into detail about units & seats, and lists a bunch of biped animations
http://tinyurl.com/64wawxu

* admin replaced url with shortened one
Edited by Dennis on Apr 17, 2011 at 01:04 PM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Apr 17, 2011 02:00 AM    Msg. 22 of 35       
Quote: --- Original message by: Muscl3r
Whats wrong with a Gears of War roadie run???


I had an idea to solve the not being able to crouch problem. Use a gears 2 roadie run and when you are moving, you go fast and stay low but when you are stationary you will just crouch


TVTyrant
Joined: Mar 16, 2008

Who am I?


Posted: Apr 17, 2011 02:12 AM    Msg. 23 of 35       
Be sure to modify the FP animations so the weapons are unusable. Otherwise it would just be a sprint fest and the speed of the game would change entirely.


SeanTheLawn
Joined: Sep 4, 2007


Posted: Apr 17, 2011 04:19 PM    Msg. 24 of 35       
I used a sped-up version of the unarmed running animation for sprinting; it looks good in my opinion and it's probably better than anyone on these forums can accomplish so that's what I'd advise doing.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 18, 2011 03:01 AM    Msg. 25 of 35       
Lol already did the sped up unarmed run anim. Looks great. As for the rest of you. You don't sprint by just holding down the crouch key. you have to walk to. duh. Thats how it is and you can still crouch just move faster when you crouch and walk


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Apr 18, 2011 06:12 PM    Msg. 26 of 35       
Exactly what i was saying.....

roadie run would've been more creative


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 14, 2011 10:57 PM    Msg. 27 of 35       
So you've got it animated yet grunt eater?


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: May 15, 2011 01:15 PM    Msg. 28 of 35       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Muscl3r
Whats wrong with a Gears of War roadie run???
i love that. And also, i dont think people would likwe their crouch being replaced.


Yeah, that's why in my opinion, loadouts are cool in CE, but they don't really work properly usually. And it just feels weird to not be able to use your flashlight or crouch. Armor ablilites are cool, but not being able to smoothly integrate them into CE makes CE better off with the more balanced original sandbox of Bungie from 10 years ago.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 19, 2011 05:08 AM    Msg. 29 of 35       
AHEM. Grunt? You've got it animated?


Mr T
Joined: May 3, 2013


Posted: Jul 5, 2013 06:45 PM    Msg. 30 of 35       
Yeah, do you have it animated yet? Its been two years...


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 7, 2013 04:53 PM    Msg. 31 of 35       
Wow, i made this thread back when i was a newbie. Yeah, i got it animated and in-game, then rebuilt my tagset so i lost it all. Lol. If you want it for yourself here is a quick tutorial.


Step-1: Animating: Go into max and open the gbxmodel importer.ms. Click "Load Model" and go to "characters\cyborg\cyborg.gbxmodel" import it with all settings and check the box that says "import all nodes as bones" Once you have the model imported close the importer. Now open the animation importer, select the animation graph in the same location as the model and in the drop down box select the animation "stand unarmed move front" and import it. I cna't remember exactly how i sped it up, but i'd suggest selecting everything in the scene and moving every other frame back a space to the one behind it. then moving them all back a space so that there are no spaces between, then changing frame count to half of what it was.


Now export your animation, save it as a .JMA and compile it as a new animation.

Step-2: Incorporating: There are two ways of incorporating this to work in CE that I've found work pretty well.

A: Open the animation editor and select "cyborg.model animations" that we used when importing animations as the one you'll be replacing an animation in, and your new animation tag as the one to replace from. Save it with a new name like "cyborg-sprint.model animations" and in the drop down box at the top select "crouch pistol move front" and in the bottom select your sprinting animation, click replace and voila.

Now open the cyborg.biped tag and in animation graph slot select your new "cyborg-sprint.model animations" and save. Now go to the Globals.globals tag located in the globals folder of your tags directory, scroll down to where you see the player animation and where it says "sneak forward" change the speed to double what it is for run forward. Now save, compile your map, and enjoy endless sprint when crouching and moving forward.

B: ^you see all of that up there under "A:"?^ forget it. This is the scripting method, it requires much less work and allows you a ton more control, in my opinion. First go into your animation you created before you exported, and make it move forward as he runs. Now we need to be able to set the amount of time that you can use the sprint for. So we need a script for that (comments explaining what everything does in green)(you can skip this step if you want unlimited)

(global short p0flashlight 0)
(global short p1flashlight 0)
(global short p2flashlight 0)
(global short p3flashlight 0)
(global short p4flashlight 0)
(global short p5flashlight 0)
(global short p6flashlight 0)
(global short p7flashlight 0)
(global short p8flashlight 0)
(global short p9flashlight 0)
(global short p10flashlight 0)
(global short p11flashlight 0)
(global short p12flashlight 0)
(global short p13flashlight 0)
(global short p14flashlight 0)
(global short p15flashlight 0) ;;Basically what these do is store a number for each player.
;;We'll be using them for the amount of time each player has had their flashlight on.


(script continuous flashlightDurationPlayer0
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 0)))
(set p0flashlight (+ p0flashlight 1))
(if (!= p0flashlight 0) (set p0flashlight (- p0flashlight 1)))
)
)

(script continuous flashlightDurationPlayer1
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 1)))
(set p1flashlight (+ p1flashlight 1))
(if (!= p1flashlight 0) (set p1flashlight (- p1flashlight 1)))
)
)

(script continuous flashlightDurationPlayer2
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 2)))
(set p2flashlight (+ p2flashlight 1))
(if (!= p2flashlight 0) (set p2flashlight (- p2flashlight 1)))
)
)

(script continuous flashlightDurationPlayer3
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 3)))
(set p3flashlight (+ p3flashlight 1))
(if (!= p3flashlight 0) (set p3flashlight (- p3flashlight 1)))
)
)

(script continuous flashlightDurationPlayer4
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 4)))
(set p4flashlight (+ p4flashlight 1))
(if (!= p4flashlight 0) (set p4flashlight (- p4flashlight 1)))
)
)

(script continuous flashlightDurationPlayer5
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 5)))
(set p5flashlight (+ p5flashlight 1))
(if (!= p5flashlight 0) (set p5flashlight (- p5flashlight 1)))
)
)

(script continuous flashlightDurationPlayer6
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 6)))
(set p6flashlight (+ p6flashlight 1))
(if (!= p6flashlight 0) (set p6flashlight (- p6flashlight 1)))
)
)

(script continuous flashlightDurationPlayer7
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 7)))
(set p7flashlight (+ p7flashlight 1))
(if (!= p7flashlight 0) (set p7flashlight (- p7flashlight 1)))
)
)

(script continuous flashlightDurationPlayer8
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 8)))
(set p8flashlight (+ p8flashlight 1))
(if (!= p8flashlight 0) (set p8flashlight (- p8flashlight 1)))
)
)

(script continuous flashlightDurationPlayer9
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 9)))
(set p9flashlight (+ p9flashlight 1))
(if (!= p9flashlight 0) (set p9flashlight (- p9flashlight 1)))
)
)

(script continuous flashlightDurationPlayer10
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 10)))
(set p10flashlight (+ p10flashlight 1))
(if (!= p10flashlight 0) (set p10flashlight (- p10flashlight 1)))
)
)

(script continuous flashlightDurationPlayer11
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 11)))
(set p11flashlight (+ p11flashlight 1))
(if (!= p11flashlight 0) (set p11flashlight (- p11flashlight 1)))
)
)

(script continuous flashlightDurationPlayer12
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 12)))
(set p12flashlight (+ p12flashlight 1))
(if (!= p12flashlight 0) (set p12flashlight (- p12flashlight 1)))
)
)

(script continuous flashlightDurationPlayer13
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 13)))
(set p13flashlight (+ p13flashlight 1))
(if (!= p13flashlight 0) (set p13flashlight (- p13flashlight 1)))
)
)

(script continuous flashlightDurationPlayer14
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 14)))
(set p14flashlight (+ p14flashlight 1))
(if (!= p14flashlight 0) (set p14flashlight (- p14flashlight 1)))
)
)

(script continuous flashlightDurationPlayer15
(sleep 30)
(if (unit_get_current_flashlight_state (unit (list_get (players) 15)))
(set p15flashlight (+ p15flashlight 1))
(if (!= p15flashlight 0) (set p15flashlight (- p15flashlight 1)))
)
) ;;What these do is we have one to monitor each player. It dictates that when it's players
;;flashlight is on to increase the global(our slots for storing time) by one each second. And
;;if not then it decreases it by one every second.


(script continuous turnoff
(if (> p0flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 0)) 0))
(if (> p1flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 1)) 0))
(if (> p2flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 2)) 0))
(if (> p3flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 3)) 0))
(if (> p4flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 4)) 0))
(if (> p5flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 5)) 0))
(if (> p6flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 6)) 0))
(if (> p7flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 7)) 0))
(if (> p8flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 8)) 0))
(if (> p9flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 9)) 0))
(if (> p10flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 10)) 0))
(if (> p11flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 11)) 0))
(if (> p12flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 12)) 0))
(if (> p13flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 13)) 0))
(if (> p14flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 14)) 0))
(if (> p15flashlight 10) (unit_set_desired_flashlight_state (unit (list_get (players) 15)) 0))
;;And these, again one for each player, monitor the global's. It says that if player 0's
;;global is set to 10, then their flashlight's been on 10 seconds. And we turn it off for them. If
;; they leave it off for one second then it will be set to 9, and they can sprint for 1 second
;;before it turns off again, if they leave it off for 5 then when they turn it on it will last 5 and
;;turn off again.

)


So there's the time control script. Credit goes to Kirby for creating it, he gave that to me when i first started out here and had no idea about anything about scripting. But basically what that does is it says when a certain players flashlight is on, then it increases the time detection portion by 1 every second, until it reaches 10 at 10 seconds. Then it turns it off. If they turn it off before that, it decreases by one every second until it reaches 0. If the script turns it off and they turn it right back on the script will turn it right back off until they have time to use. The time can be modified in the script to make it longer or shorter by going to the bottom and changing all the 10's to whatever length you like.

TLDR

Copy and past this as a script and You have ten second with your flashlight on, after that it gets shut off, the longer you leave it off the more time you have to use it, but only up to ten seconds. The time can be modified in the script to make it longer or shorter. This is for multiplayer.

So now that we have a script for time control all that's left is the actual effect. This script will be used for that, just copy and past it into the same script you put the other in, or if you skipped that step then just open notepad and past it in there, hit save and change file format to .hsc. Here's the script.
(script continuous sprint

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 0))) true)
(custom_animation (unit (list_get (players) 0)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 1))) true)
(custom_animation (unit (list_get (players) 1)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 2))) true)
(custom_animation (unit (list_get (players) 2)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 3))) true)
(custom_animation (unit (list_get (players) 3)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 4))) true)
(custom_animation (unit (list_get (players) 4)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 5))) true)
(custom_animation (unit (list_get (players) 5)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 6))) true)
(custom_animation (unit (list_get (players) 6)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 7))) true)
(custom_animation (unit (list_get (players) 7)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 8))) true)
(custom_animation (unit (list_get (players) 8)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 9))) true)
(custom_animation (unit (list_get (players) 9)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 10))) true)
(custom_animation (unit (list_get (players) 10)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 11))) true)
(custom_animation (unit (list_get (players) 11)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 12))) true)
(custom_animation (unit (list_get (players) 12)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 13))) true)
(custom_animation (unit (list_get (players) 13)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 14))) true)
(custom_animation (unit (list_get (players) 14)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))

(if (and (unit_get_current_flashlight_state (unit (list_get (players) 15))) true)
(custom_animation (unit (list_get (players) 15)) "YOUR ANIMATION GRAPH IN
QUOTATIONS"
"NAME OF YOUR ANIMATION WITHIN THE GRAPH IN
QUOTATIONS"
true))
)


The above script will just make it so that you sprint when your flashlight is on. All you have to do is add the location of your animation graph where it says "YOUR ANIMATION GRAPH IN QUOTATIONS" and the name of the actual animation you exported in the area where is says "NAME OF YOUR ANIMATION WITHIN THE GRAPH IN QUOTATIONS" and you're good. Hope this helps all of you. And if you find any bugs, problems, compilation errors, anything then let me know and i'll work alongside you to fix it. Have fun, guys.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jul 7, 2013 06:34 PM    Msg. 32 of 35       
nevermind
Edited by savinpvtmike on Jul 7, 2013 at 06:34 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 8, 2013 12:55 AM    Msg. 33 of 35       
Sorry, i missed that. Any problems?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 8, 2013 01:01 AM    Msg. 34 of 35       
I'm assuming you didn't find a way for an animation to play in FP?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 8, 2013 03:57 AM    Msg. 35 of 35       
Daamn, 2 years ago, I remember this like last week!

 

 
Previous Older Thread    Next newer Thread







Time: Sun February 23, 2020 12:16 PM 234 ms.
A Halo Maps Website