News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu

help with func_animate

Started by argoon, September 24, 2016, 06:34:29 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

argoon

Hello again guys like i referred in the "help with script thread" the func_animate object hides it self after playing the "anim1" "anim2" animations how can i disable that? Is it even possible without messing with the engine or game source code?

here is the entity definition.


model env_smwoodTable {
mesh models/md5/furniture/smwoodTable.md5mesh
anim idle models/md5/furniture/smwoodTable_idle.md5anim
anim open models/md5/furniture/smwoodTable.md5anim {
frame 1 sound storagecabinet_open
}
anim close                      models/md5/furniture/smwoodTable_close.md5anim {
frame 1 sound storagecabinet_close
}
}

entityDef env_smwoodTable {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"

"inhrit"             "func_animate"
"spawnclass" "idAnimated"
"model" "env_smwoodTable"
"frob"                  "1"
"start_anim"            "idle"
"num_anims"             "2"
"wait"                   "-1" //how long to wait before auto activating.  -1 means only activate when triggered.
"anim1" "open"
"anim2" "close"

"combatModel" "1" // collision based on the md5 mesh (bad for performace use AF's when possible)
//"bleed" "0"
//"mtr_wound_metal" "textures/decals/bullethurt"
//"snd_metal" "bullet_impact_flesh"
"sound_bone" "origin"

The Happy Friar

I want to say most of what you can do with a func_animate is in the entity in the editor.  I can look in the morning when I have more time, but I want to say a func_animate is meant for cutscenes & would be replaced by another entity when the cut scene ends & the player has control again.

argoon

#2
Yes it seams so, i see no way to disable the hidden state either, is a petty it does work like a charm for what i want it to, simple on off animations, if only it didn't go away. Perhaps i could inherit from idactor instead?


Edit: it seams func_door is what i could use in this case but then i don't need to use a animated md5 model and it seams that is how the TDM guys do their stuff as well.

The Happy Friar

When I've wanted to do an animated model that has collision I've cheated and made a new monster with almost no AI & have it play the animation I want. 


I know, cheating, but it worked.  :)

Ivan_the_B

I think you should add the idle animation as 3th in the list and set "loop_last_anim" "1".
Or simply set "remove" "0", but I think it won't play any animation.