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Animations :P
RawkBandMan Offline
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Posts: 1,146
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#3
RE: Animations :P

(09-08-2011, 11:52 PM)DRedshot Wrote: The game decides what animation to use and when automatically, depending upon the name of the animation given in Model Editor.

For example, "Run" will play if the monster is moving faster than a certain value, or "BreakDoor" will play as the monster is breaking a door. Open the servant_grunt.ent for the full list of allowed names.

The events are used to make stuff happen at certain parts through the animation such as footstep sounds or the sound of a door breaking... Also, they are used to specify each time the monster takes a step.
Aha... So I need to name each animation the same as what the Grunts would be if I checked it in Model Editor??


I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
09-08-2011, 11:54 PM
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Messages In This Thread
Animations :P - by RawkBandMan - 09-08-2011, 11:45 PM
RE: Animations :P - by DRedshot - 09-08-2011, 11:52 PM
RE: Animations :P - by RawkBandMan - 09-08-2011, 11:54 PM
RE: Animations :P - by DRedshot - 09-09-2011, 12:03 AM
RE: Animations :P - by RawkBandMan - 09-09-2011, 12:16 AM
RE: Animations :P - by DRedshot - 09-09-2011, 12:23 AM
RE: Animations :P - by RawkBandMan - 09-09-2011, 12:27 AM
RE: Animations :P - by RawkBandMan - 09-11-2011, 04:18 PM
RE: Animations :P - by RawkBandMan - 12-22-2011, 11:19 PM
RE: Animations :P - by DRedshot - 12-23-2011, 01:10 AM
RE: Animations :P - by RawkBandMan - 12-23-2011, 01:29 AM
RE: Animations :P - by DRedshot - 12-23-2011, 01:41 AM
RE: Animations :P - by RawkBandMan - 12-23-2011, 05:05 PM
RE: Animations :P - by Acies - 12-23-2011, 09:39 PM



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