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

  1. #1
    Thanks a lot for the previous help....here i come again....
    1. Follow issue - Ive set up a wagontrain of 5 wagons, they all follow the same move waypoints, and it works for now, but at the end of the route they just ride into each other. The ideal movement for me would be the follow order so that i could stop the whole train on one command from the main character, but when I enter a follow waypoint, the wagons stop moving, sometimes there is a running animation on standing horses and, and this is funny, when the wagon designated to bo followed moves away their neck stretch and twist. Ive spent hours on this issue with noresults. Ive also entered a value for the wagons to stop at a specific distance, but they never do.

    2.
    Ive got four gunmen escorting the train. Id like them to follow the wagons but not from behind...some 3 meters paralel to the train...how to do this? And also they sit on the horse with their pistols pointed to the front..wery unnatural...when i change the weapon to hand after launching the game they just fall right through their horses and are dragged between their legs...

    3. After inspection I have my character to find the leader and talk to him...I also cut a dialogue out from a movie....Id like this leader to look at the player while riding and some talk anim. would be fine too.

    4. While talking to the leader/on horsebacks/ Id like the player force look on the leader during the dialogue...is this possible????
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  2. #2
    Senior Member cr1m3's Avatar
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    1:

    if the wagons are stopped in the same waypoint by params speed, the front wagon will brake before the others and the wagons will collide.

    I guess that to fix this you could add a waypoint for each wagon at the end of the way.

    I don't mean that:



    but that:




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    i guess that you want to stop the train at any moment the player will ask this action.

    For stopping the train where you want, you can try to:

    put 5 markers placed in front of the train at a good distance, and parented by default to the train(same distance between markers and wagons)

    now act_appear wagon's stopWaypoint 1 in marker 1,
    appear wagon's stopWaypoint 2 in marker 2...
    (i hope that the waypoints will be dropped on the way and stay where they appeared)


    now act_changeWaypoint to replace the old waypoints by the new appeared wagon's stopWaypoints.(within the 0 params speed)

    (make sure to let enough distance between the train and markers to allow a good waypoint replacement cause when you attach child objects on moving parents, the child objects are moving after a small delay.
    It means that the markers will get closer from the moving train).

    I don't know if you can change a wagon's waypoint and all my solution for stopping the train at any moment depends on this and i've never tested this kind of things on wagons.

    Also i don't see how your map is made and i can't test what i've described above to be sure that it is possible so i let you try.

    2:

    Ive got four gunmen escorting the train. Id like them to follow the wagons but not from behind...some 3 meters paralel to the train...how to do this?
    You could attach gunmen's waypoints to both sides of the train.

    The waypoint's move motion type is better than the follow one (because if you put a waypoint with the follow player motion, the following AI won't run correctly but for an AI following a train on his horse, things could be different)

    So if you want to try the waypoint's moving motion type instead of the follow motion, you'll need to create an act_appear >waypoint in a "marker attached on the train" then act_attach the waypoint to the train immediately after the act_appear.

    But when the AI will reach the waypoint with the move motion, he will stop cause the waypoint's path is at the end.
    To prevent this, make sure that the gunmens can't reach the waypoints by letting distance between them.

    Id never tested to set the waypoint's radius at 0, it may force the AI to follow the path forever?

    Or use an act_change waypoint when they reach the end of the waypoint's path.(in waypoint actions or in an attached sensor (nOnenterActions) like i did in my map)

    To use less gunmen's waypoints , you can use two waypoints for each gunmen or gunmen's group.
    But just put one waypoint attached to the train, let the other waypoint somewhere on the ground because you can't use act_change waypoint between two moving waypoints, one needs to be static.

    Don't assign any waypoint in the gunmen's attributes or the act_change waypoint won't work correctly.

    2b:

    And also they sit on the horse with their pistols pointed to the front..wery unnatural...
    just set the gunmen's horse in gunmen's attributes so he will appear directly on his horse and he will be able to turn his body.
    (don't use any mount motion type with some weapons)
    For example, i had an indian on a horse with a bow but he was moving his body only with the rifle, so i just set his horse in attributes and then i used act_change waypoint on high alarm level(= no waypoint in AI and horse attributes, not like the default horse rider selection).

    when i change the weapon to hand after launching the game they just fall right through their horses and are dragged between their legs...
    I have the same bug in my map with 18 horse riders following a waypoint's path but only a few horse riders are making this bug and not in every game session, all the others are working fine.
    I don't know what is causing this but it's somewhere in the selection settings.

    3:
    if your actions are in a movie, use a MovieActionExecutor (look the cutscene tutorial on cojmodding)

    Id like this leader to look at the player while riding
    use act_intantActions>instantLookat.

    3b:

    and some talk anim. would be fine too.
    act_playAnim on leader with bip01(or different body parts) in element name and seach the sSeqName under Anims field inside an AI attributes (here you can test anims and double click on sequences to copy the seq names).

    4:=3

    For the dialogs you can search lips animation on forum.
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  3. #3
    wow, man, thanks a lot ..... testing in progresss
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  4. #4
    Senior Member cr1m3's Avatar
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    But when the AI will reach the waypoint with the move motion, he will stop cause the waypoint's path is at the end.
    To prevent this, make sure that the gunmens can't reach the waypoints by letting distance between them.
    Id never tested to set the waypoint's radius at 0, it may force the AI to follow the path forever?
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  5. #5
    hint 1 works....thanx moving on to the nex one
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  6. #6
    Cool...escort works as well.....start on horse works too, but still with guns aimed to the front. Aint there a different way??
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  7. #7
    Hi,

    In AI (gunmen) properties change cDefaultAlarmLevel to Calm.
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  8. #8
    Aaaaah what a bliss!
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  9. #9
    OOOOps...problem!
    the markers, appear waypoints and change waypoints work for the wagons all right, but not for the escorts on horses....they egnore it whatsoever. I tried using freeze.......but it doesnt suit me well cos you see, the leader is a rider and i need him to stop after the ogg. sound from the dialog, and the bdelayWaits check on the dialog doesnt work and FREEZE is instant. Please help.
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  10. #10
    Senior Member cr1m3's Avatar
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    but not for the escorts on horses....they egnore it whatsoever
    Sorry but i don't understand what you mean.
    What isn't working exactly?

    The wagons waypoints are static but not the gunmens waypoints.


    To show you how i've set the attached waypoint with the move motion instead of the follow motion, there's my selection.The change waypoint action is in the little sensor attached to the indian.

    The selection with the indian with axe is on this page:

    http://forums.ubi.com/eve/foru...687/m/1401057397/p/2

    the leader is a rider and i need him to stop after the ogg. sound from the dialog, and the bdelayWaits check on the dialog doesnt work and FREEZE is instant.
    Try the act_DialogWait action to stop next actions until the dialog's end then after the dialog wait, put an act_changeWaypoint in a none motion type waypoint to stop the leader.(static waypoint)

    If your dialog is in a movie, make sure that the dialog will stop before the movie's end or it will freeze the game or cutting the dialog with hud glitches.
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