View Full Version : Rotation Animation
Spamhain
10-07-2009, 11:19 AM
For the life of me I can't figure out how to make a water wheel rotate (like in the Stinking Springs map). Anybody know how to do this?
Spamhain
10-07-2009, 11:19 AM
For the life of me I can't figure out how to make a water wheel rotate (like in the Stinking Springs map). Anybody know how to do this?
Eltaar
10-08-2009, 12:26 AM
Water_wheel.msh has a built-in animation, all you need to do is to play it. You can achieve it both in single- and multi-player mode by using act_PlayAnim.
In multi-player add act_PlayAnim into GameMode object as shown on the picture below. You have to add the model itself to the mode selection, so if you are planning to include several modes, you will have to put a copy of your water wheel in each of them.
http://img65.imageshack.us/img65/9426/waterwheel.jpg
If you want to do that in single-player, you have to add a similar action in cStartAction list.
wookash_b
10-11-2009, 03:53 PM
I have been trying to do a similar thing with a detonator_battle.msh. I am triggering act_PlayAnim for the detonator (go), but the handle does not go down. How to do that properly?
Double click on detonator model, go to "Anims" tab and check what's the name of this animation.
This "go" name is not a command, it's animation name for this one object - water_wheel.msh
wookash_b
10-12-2009, 05:20 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by seir:
Double click on detonator model, go to "Anims" tab and check what's the name of this animation.
This "go" name is not a command, it's animation name for this one object - water_wheel.msh </div></BLOCKQUOTE>
I am pretty sure that detonator_battle had animation called "go". I also saw that there was another detonator.msh with other animations. I will give this one a try once I get back from work. Thanks!
wookash_b
10-12-2009, 12:55 PM
Well I still can't make it work http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
Here are screenshots with my settings in object and map properites.
http://img62.imageshack.us/img62/3762/waterwheele.th.jpg (http://img62.imageshack.us/img62/3762/waterwheele.jpg) http://img62.imageshack.us/img62/6617/detonatorproperties.th.jpg (http://img62.imageshack.us/img62/6617/detonatorproperties.jpg) http://img257.imageshack.us/img257/3640/detonatoranim.th.jpg (http://img257.imageshack.us/img257/3640/detonatoranim.jpg)
There is no animation on either the water_wheel.msh or detonator_battle.msh. What class should these objects be? What could I be doing wrong?
Weird, it should work. I'll check it.
Spamhain
10-13-2009, 07:45 AM
I'm having problems too. I've added the act_PlayAnim to the GameMode object but I keep getting a message about "Invalid references to linked objects" error when I try to save it. If I play the map it shows the wheel but it's not rotating. Here's the screenshot of the gamemode settings:
http://img380.imageshack.us/img380/9520/cojscreenshot.th.jpg (http://img380.imageshack.us/i/cojscreenshot.jpg/)
wookash_b
10-15-2009, 01:12 PM
Anybody managed to figure out how to make the animations work?
I checked this in ChromED. That's a bug and I've reported this to programmers.
Zancara
11-24-2009, 01:14 PM
Regarding the detonator:
1. Use the detonator.msh (Not the battle version) with the class triggerobject.
2. Insert an act_EnableDisable in aOnExecute and disable the detonator
3. Use an act_Play in aOnExecute
4. Insert the detanator in cTaget
5. Type bone_handle in sElements of act_Play
6. Type e05_cin10_detonator_00 in sSeqName of act_Play
7. Insert your actions (Explotion, Sound ect.)
8. Change eIconUse to Use/Push/Pull or what you like
Then you have a detonator that works only one time. Good Luck
wookash_b
12-01-2009, 03:53 PM
Thanks, I have to check this http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif