#Animation Events
1 messages · Page 1 of 1 (latest)
animation events
https://bestway-1.gitbook.io/dokumentaciya/animacii/zvuki-i-sobytiya-v-animacii
i can use them in Interaction_Entity?
no
If not, i wanted if theres a way i can use the fixed animations on human.ext such as "getover" and "strafe-back-left-forth" in the animation selector system!
Men of War II\resource\stuff.pak\properties\animation_selector\
@heavy spruce
Thanks for the response!
as the documentation mentions only around 90% of animations are editable on the animation selector right?
but animations such as fighting, flying death and strafing aren't within this system... meaning that i cannot add variants to these yeah?
as for example:
same in here:
sorry for my comment in there ha
wanted to do something similar to this in that case
In the animation selector you can control which animation will be called when called from the FSM
Men of War II\resource\stuff.pak\properties\human_fsm
{State "repair"
Men of War II\resource\stuff.pak\properties\animation_selector\human_squat
{squat_repair
flying death
Men of War II\resource\stuff.pak\properties\animation_selector\human_death.inc
and strafing
Its only for AI units (or unit with free movement mode)
fighting
The settings for fight animations are not so flexible.
scene\set\blow
At the moment, all you can do is add a set, give it tags and settings, and an animation name.
And enter the tags from the set into this file scene\set\ability\melee.set
i see, so there isn't a work around? for example a special conditional that i could use to play a mask animation using interaction_entity
Oh, luckily there is the "blow" event on interaction_entity that i can use to play a "mask" animation, as i did in here 👆
As for strafing, is there any event that i could use regarding this matter on interaction_entity?
like {on "Strafe"} or {on "Strafe" {if strafe_left}}
Very unlikely.
In theory, there are at least 2 ways to check this.
- dbg_interactionEvent 1 in console - outputs to logs and console everything that happens with the selected unit in the interaction_entity
- F10 -> check fsm and animations
With this you can track what is happening with the unit at the moment and what conditions it can be used for
The list of all conditions can be viewed in the logs after you enter the command in the console g_dumpActorConditionTerms
fsm_pose
fsm_tags
distance_to_last_target_less_than
has_order (F10 - check "brain")
human_after_move_or_strafe
human_stuff
item_in_hand
It seems to me that these conditions are most suitable for use in scripts for hand-to-hand combat.
i see
in fact the only work-around i could think is to completely replace their strafing animations with a single shared animation including the vanilla skeleton and my newer skeleton
is there a limit of nodes/bones for animations in MOW II?
Yeah, i tested those
amazing tools by the way
but some states such as strafing/fighting/jumping fences do not generate any FSM/interaction/signal on the debugger unfortunately
@native echo sorry for the ping dude, but could you tell me if is it possible to add different animations on the FSM selector based on the weapon the infantry unit is holding? the "item_in_hand" conditional seems not to work with weapons, it only works with inventory items like ammo, binoculars, etc...