#Animation Events

1 messages · Page 1 of 1 (latest)

heavy spruce
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Hello team!! I wanted to know if animation events in MOW II are limited to sound events or is there a way i can use them in Interaction_Entity? 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!

Best Regards!

native echo
heavy spruce
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as the documentation mentions only around 90% of animations are editable on the animation selector right?

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but animations such as fighting, flying death and strafing aren't within this system... meaning that i cannot add variants to these yeah?

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as for example:

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same in here:

heavy spruce
heavy spruce
native echo
native echo
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and strafing
Its only for AI units (or unit with free movement mode)

native echo
heavy spruce
heavy spruce
heavy spruce
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like {on "Strafe"} or {on "Strafe" {if strafe_left}}

native echo
# heavy spruce As for strafing, is there any event that i could use regarding this matter on in...

In theory, there are at least 2 ways to check this.

  1. dbg_interactionEvent 1 in console - outputs to logs and console everything that happens with the selected unit in the interaction_entity
  2. 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

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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.

heavy spruce
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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

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is there a limit of nodes/bones for animations in MOW II?

heavy spruce
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amazing tools by the way

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but some states such as strafing/fighting/jumping fences do not generate any FSM/interaction/signal on the debugger unfortunately

heavy spruce
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@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...