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

adding timescale effect to animations

Started by VGames, August 19, 2014, 01:31:16 PM

Previous topic - Next topic

0 Members and 5 Guests are viewing this topic.

BloodRayne

No you don't use timescale, at all. If you have access to the SDK, simply use the slowdown commands, implemented in the ROE part of the code. That also slows down all mono sounds, according to the speed you slow down the game. This also allows the player animations to continue as normal.

This is implemented in Grimm, the source code is available on Moddb.

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

I have found nothing for the imp leaping at you in any of the map script files. I don't know what to do at this point.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

Have you opened the actual maps? It's usually nothing more than a monster and a trigger. It doesn't happen in 'script', most of the time, but in map automation such as triggers and such, inside the map.

VGames

I'll look in the maps next. Thanks for the heads up.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

You might find it easier to load the map file in a text editor and search for the imp entity in question.   Or, load up the map in game & have a key bound to "g_stoptime 1", then when the imp jumps out hit that key.  Then use "g_showentityinfo 1" (?) to display that entity's name.  Then you can find out the exact animation it's using.

Zombie

It would've been a lot easier, and less frustrating if you just told him to look in the mars city underground map file.

There is is an imp that leaps at you when you open the door near a round shaped room. You could search for imps in the editor.

Then apply what ever you need to do that imp with scripting, etc.

BloodRayne

Quote from: Zombie on August 31, 2014, 01:38:24 PM
It would've been a lot easier, and less frustrating if you just told him to look in the mars city underground map file.

There is is an imp that leaps at you when you open the door near a round shaped room. You could search for imps in the editor.

Then apply what ever you need to do that imp with scripting, etc.
The way a question is raised is always an issue. The thread evolved until it was clear what the end purpose was, which was when the advice started to be more tailored to the actual question. We're trying to help as best as we can. But it is always interesting to see how far such advice should go. Does it really help someone to give them step by step instructions, or does it really help someone if you learn him the thought process of how those steps came to be?

His problem doesn't only describe mars city, the Imp (and also other creatures have surprise attacks, which the TS might want to change also) are implemented in several different manners, some by simple mapping, a trigger and a trigger_anim set to a monster, others might very well be entirely scripted as some mapscripts for the original maps are very elaborate. Some other imps are even just cinematic entities, replaced by regular Imps.

Just giving a step by step instruction on how to edit that one Imp in mars city wouldn't provide a good enough answer, there's more to consider there if you want a solid solution to all those different types of surprise attacks.

The Happy Friar

Quote from: Zombie on August 31, 2014, 01:38:24 PM
It would've been a lot easier, and less frustrating if you just told him to look in the mars city underground map file.

You're assuming I actually know where the scripted imps are.  :)  Honestly, I remember the trailer better then the actual game.  O:-)