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Thread: follow issue, rider anim, chat anim, force look | Forums

  1. #11
    well, the wagons move to a static waypoint then moving markers parented to the leaders horse drop the mt none waypoints. It works but it messes up their spacing....i guess I could check the instant box .....but whats the point??? If so I could have used the act freeze.
    The escort rides towards two moving waypoints dragged by the first wagon. Same procedure as with the wagons /markers, appear waypoints, change waypoint/ they simply wouldnt stop. I tried more motion types...nothing. I did the same with static waypoints for the escort....nothing. If this act_DialogWait action works, I guess Ill use freeze....only that worked. And this is not a cutscene. However, before I try this, I have to unravel that mystery with invisible new objects after game launch. By the way, how much of your precious time have you already wasted on me for these last couple of days???? much appreciated.
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  2. #12
    act_DialogWait
    Back on the track!
    Disappearing objects solved. A backup file works fine. Several hours work out of the window though. the act_DialogWait doesnt work, not in a sensor, not in an actionchain....any ideas????
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  3. #13
    solved my mistake....as always
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  4. #14
    Senior Member cr1m3's Avatar
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    I'm not wasting my time, i'm learning too when i try to answer.

    moving markers parented to the leaders horse drop the mt none waypoints
    You don't need to drop the mt none waypoints, just let them somewhere on the ground, the distance between gunnmens and none waypoints isn't important , the trick is that they will stop and get back to the mt none waypoints ten, if you want, they'll return to another waypoint with act_changeWayp or let them get away to the mt none ways.(but if you need to drop those waypoints, make it).

    Look inside my indian with axe selection how i've set the waypoints and actions, i remember that any little setting can block your actions
    ( like Luka said with the calm behaviour to fix guns for example).

    In the indian with axe selection, the marker is attached to the player by act attach and the indian follow him then he change waypoint to a mt none wayp, 2 seconds after or less time, he comes back to the attached player waypoint.
    So he make a loop between waypoints but the loop is hard to set without bugs.

    If this act_DialogWait action works, I guess Ill use freeze....only that worked
    Why you will use the freeze action, for the dialog or to fix waypoints?

    Act_DialogWait or dialog is for AI and player speech, i thought you was talking about dialogs between leader and player, it is useless for any other actions like changing waypoints.

    markers, appear waypoints, change waypoint/ they simply wouldnt stop
    make sure that gunnmens, leader and horses have no waypoints assigned in their attributes cause waypoints can be linked automatically.
    Waypoints assigned in attributes can stop the act_changeWaypoint action.
    And never make a loop of waypoints, i mean a complete loop without end.
    Ever use act changeWaypoint to make horses or AIs changing the way or they won't get out of the loop and change their way.

    If you still have issues with waypoints, could you post a screenshot and describe what isn't working and what you want to do exactly cause things get advanced at this point and it's hard to understand your scene.
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  5. #15
    OK. so this is what Im doing:
    Winnetou 1
    Old Shatterhands /OSh/ point of view
    Intro cinematic ...... I will do it once the map is done
    start:
    There is a wagontrain of five wagons taking supplies to a railway building camp, lead by a leader Bullock/Bu/ and escorted by four gunmen.
    OSh appears at the end of the wagontrain on a road comming out of a forrest.
    After a few meters sensor-objective-inspect the five wagons.
    On completion-objective-talk to Bu.-dialogwait- I added an .ogg cut from a movie. I can not make the lines appear, but its quite Ok without tem so I havent really bothered.
    After the dialog Bu stops the wagons, objective-movement ahead, check it out.
    At the location Sam Hawkins /SH/ appears with two horse riders following him. Bu aims his gun at SH and OSh -player control with disabled movement and look locked at SH
    When SH gets to the randezvous point his sensor triggers - dialogwait- another dialog from the movie
    Bu stops aiming and starts the wagon train, SH + the riders follow Bu, OSh -playercontrol back to normal
    A few meters ahead sensor- dialogwait-SH talks about his intuition/.ogg from the movie/
    during all the dialogs I have the participants looking at eachother, the sound is louder at shorter distance. The only thing I miss is some animation of talking...I couldnt figure that out.

    ....this works so far.....

    After the dialog 10 Kiowas on horse appear from the left and attack the wagontrain....problem- the indians are not sitting on horses, but standing between their legs. Ive had this issue before with the wagon escorts cos I gave them mount waypoints....by erasing them the problem got solved as you pointed out correctly. On the other hand the indians appear as an AI group their waypoint is a horseride attached to wagon03 so im working on this now. Id like them to shoot arrows on the wagons and men inside wagons to shoot back. Id also like to give an objective to OSh to jump on Wagon03...something like get to its sensor, act disappear, appear on the wagon - I guess this should be posiible cos Ive seen this in the game several times...stage coach, gatling, and so....but Id like OSh to use his gun. I guess several waves of Kiowas could come, some wagons should catch fire from fire arrows. The raid should stop when OSh bolws up a wagon carying explosives.
    When the Kiowas appear I made the wagons change their wapoints. It works with the escorts but the wagons just jump to that waypoint instantly and stop. The movement type is null for all the previous waypoints are such as well, also tried horse ride...not good - I am working on this issue on a small test map-no results so far. Also I want them to increase their speed.
    It would be helpfull to see a user manual to chrome editor, or at least a list of actions, behaviours, and what they do. is there a link???........testing them takes a lot of time.
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  6. #16
    Senior Member cr1m3's Avatar
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    The only thing I miss is some animation of talking...I couldnt figure that out.
    For the lips animation or face animation, there's two different ways to do it.

    For the face animation, you can use the mimics.
    Create a movie then add the AI to movie actors by selecting him then right click on movie's window's white area then add actors.
    Then right click on the actor time line then filter keys and check the mimics.
    Now add a mimic key where you want the actor to have a face expression.
    To find mimic names examples,to enter in mimic key, look in the game data and search the FaceMimic.scr.
    If you add AI's that can have the alarmed behaviour, they can skip animations when they are alarmed, i mean that if you put an act anim on this actor during a movie, he won't do what you want in the movie because he's alarmed so, make him calm then you can change his alarm level by an act_SetAlarmLevel and if the alarm level is blocked, use instant actions> InstantActionEnableAlarmLevelChange to allow him to be upset or alarmed again.

    You can also set the actor class as a animActor but you'll need to set all his movements in movie actionchains with the javaMethodKeys, this method is useful if you need that the actor will perform a movement or animation or what you want, with a perfect timing because real AI won't have a good timing when they follow their waypoints.

    After many films, i prefer to set an AI with a calm default alarm level and using javaMethod keys linked to a movie actionExecutor to start actions with the javamtk but i let the AI out of the movie actors list and he follow his way points and he's triggered by the javamtk at the same time, because by this way i can use this AI in the whole game as an actor or enemy or friend.
    But for the movies, if actor's enemies are detected, the actor's gonna shoot at them and mess up with the movie.
    I know this is quite long to explain but anyway...

    Now for the lips animations, this is more advanced.

    Maybe you can use an instantActions>instantInGameSubtitles or act_hint or add dialogs in an objective sTextID.

    But the only thing i've used to make lips animations is
    making an act_dialog then link the dialog with the talking AI, also the dialog dlg_lines sTextID with the stings script and the dialog's sound then adding the animation script= .anno file.

    1:
    make appear an AI and put the player close to him.
    2:
    create a dialog script on your desktop or in map folder for now.
    Why to create this dialog script now?
    Because by this way, things gonna be more easy.
    So imagine what tey're talkin about and write it in notepad as a text document, i mean almost all their dialogs, put some life in the dialog also laugh or insults or what you want.
    Once finished, we're going to edit the string script.
    My example in french and named "My_Map_strings_Fr.scr"

    For other countries, put the letters of the country instead of Fr for french.
    cz de En It pl ru... but always keep the _strings_ as the example.

    Once your script is ready, put it in the map folder and you can make one script for each language you want by adding more strings scripts with the coutry's initials.

    Content:

    !String(s,s)

    String("Captain_Name", "Capitaine")
    String("Custer_Name", "Custer")
    String("Ray_Name", "Ray")
    String("Miner_Name", "Mineur")
    String("Soldier_Name", "Soldat")
    String( "Ep02_DLG09_04_Captain", "Tu vas me défier et comme ça je garderai mon honneur intact ." )
    String( "Ep02_DLG09_04_Ray", "Mais, comment ça vous défier, en duel ou quelque chose comme ça ?" )
    String( "Ep02_DLG09_05_Captain", "Et bien, tu vas devoir me prouver que tu est un homme, un vrai et ensuite je déciderai si je t'aide ou pas ." )
    String( "Ep02_DLG09_FadeOut", "Et voici que nos deux hommes allaient s'affronter ." )




    For showing the dialogs ingame , don't forget to enable subtitles from the audio menu settings.

    http://forums.ubi.com/eve/foru...781018897#6781018897

    3:

    Now, create a dialog object, put an info inside the dialog's name(dialogEnterTheHouse01 for example)then create an act_dialog and link it with the dialog object.
    In the dialog object, double click on aLines<DialogLine[]> and add dlg_lines.
    Choose the character who's gonna talk and enter the sTextID.
    You can add many dialog lines for each dialog object by choosing insert new object.

    4:
    Now your dialog script is done also the dialog actions and objects are created ingame but you'll need the sound file to allow the lips animations.
    So create a sound file for your dialog (i choose the .ogg sound format).

    Now you'll need the .anno file wich will animate lips.
    Search anno in game directory inside data.pak's.

    http://forums.ubi.com/eve/foru...261005008#8261005008

    Then ensure that all the files have the good names:

    Dialog script = My_Map_strings_Fr.scr for french
    and My_Map_strings_En.scr for english...

    Sound file:
    Give it the dialog's ID but without the "&" but with .ogg at the end.
    Example:
    Ep02_DLG09_04_Captain.ogg

    then name the anno file with the same ID's name:
    Ep02_DLG09_04_Captain.anno
    .

    I have created a folder inside the map folder with all sound and .anno files then i've edited the anno's text by changing the file target line:
    data\MapsExtra\My_Map\Sounds\Ep01_DLG01_02_Miner.o gg

    This line will link the anno with the sound file.
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  7. #17
    Senior Member cr1m3's Avatar
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    the indians appear as an AI group their waypoint is a horseride attached to wagon03
    Try to set all the waypoints in the indian AI group object but not in indians attributes.

    Also for appearing the indians, use the act appear only on the AI group, not on the indians.

    Id like them to shoot arrows on the wagons and men inside wagons to shoot back
    Check bIsAiTarget in Ai attributes and set the target importance.
    Lawman asp (lawmanActors can also be used as targets for enemies with the InstantSetActiveEnemy action).

    For the men inside the wagon, use Instant Actions> InstantSetActiveEnemy.
    You can also change the target importance by using act_chageParams paramsImportance.

    Also I want them to increase their speed
    Wagons have a speed limit but i don't now wich one.

    It would be helpfull to see a user manual to chrome editor, or at least a list of actions, behaviours, and what they do. is there a link???........testing them takes a lot of time.
    The only thing i've seen is on this forum and on techland.pl where are pdf's for the chrome game advanced modding but many features are outdated for the chrome engine 4.

    Also on tweak guide for coj1 commands and on coj 1.
    But no chromed actions tutorial sorry.

    It would be fine to add a new topic where users will post what they know on each actions.
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  8. #18
    yeah.....Back again

    How do I get the player inside the wagonon entering a sensor in a manner that he can shoot his gun??? I tried act_appear disappear on player and appear on his copy in the wagon but the game wont start saying there are two player characters present. The player will get an objective to get into the wagon while riding a horse. I am given to understand that you cant trigger lets say a wagon from horseback. You have to dismount to do it, is thaht right? And then the wagon will be fleeing from chasing indians so I guess this should be done on entering the wagons sensor. Any ideas????
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  9. #19
    Hi,

    You can try this:

    Player on a horse enters the sensor. On enter sensor actions:
    act_Appear: Target player, cType _ APPEAR, destination marker (place marker inside the wagon).
    act_PlayerOnHorse: Horse: (select player horse), eAction _ACTION_DISMOUNT.
    act_Appear: Target: (player horse), cType _DISSAPEAR.
    Now player will appear in wagon without horse, but you don't need to dismount.
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  10. #20
    It works....thanx man!
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