Hi Guys, welcome to my very first GalaxyEdit Project!
For two Days now I'm working on a Triggersystem to apply a DeadSpace like Camera, Movement and Attackstyle for my upcoming Singleplayercampaign, but finally I'am at a Point were I don't know how to do this efficiently.
Camera works, Movement works... Animations for Aiming and Firing do not work :-(
Primarily I want to play a Part of the Attack Animation of my Spectre when the Right Mousebutton is pressed down and loop it until the Mousebutton is released (the Part after the Shoot, so he looks idle but aiming). And now, if the Right Mouse Button is still pressed and you click the left Mouse Button, he should fire his Rifle with the Shooting Part of the Attack Animation. I know it's possible to set a startingpoint for an animation (somehow it has worked for aiming a short period), but my whole Animationsystem seems off. Maybe there is someone who likes to help me with this or has an better idea to solve this problem?
That's currently working:
third person camera with offset to the right works without any staggering even while moving around (unlike most other attempts I've seen)
While standing you can move the camera around the Unit
WASD-keys let you move the guy around in 8 ways
holding down Right Mousebutton activates AimingCamera and plays ShootingAnimation, you can strafe now with Movementkeys
clicking left mousebutton while Aiming is active plays ShootingAnimation (you need to hold the button a bit ~.~)
Unit follows The Camera Yaw while moving
Shift-key lets you run (in all directions, but is disabled when aiming is active)
walking, running, aiming all have different yaw and pitchrates
and some more (but not enough :P)
Shorttimeplan:
Overhaul the movementsystem, so you don't need to retrigger movement when changing form normal to aiming mode or the other way around
make aiming and shooting animations work idealy and blending
Longtimeplan:
Clean up the Code and Make it a real lib with functions
Create Herounit and Cameraanchorunit
Create weapontracer following a line from weaponactor to camerafocus (with representing beameffect to show the player were the weapon is aimed at)
Create Inventory
Create Upgradesystem for Hero and Weapon (with UI)
Create Powerupsystem (medipacks, ammo...)
Create UI (maybe its possible to attach it to several points of the Heromodel?)
Create Stasis and Telekinesis Systems (PhysicsEngine?)
Create Enemys (Creatures consisting of several parts, so you can shootoff parts of the unit)
Create Maps with Cinematics, involving Story, ....(save system?)
I don't feel confident enough to give exact instructions on this (I would need to play with this more), but just to try to help, I would surmise the area you would use to link the attack animation to left click is either going to be in trigger action animations or in the actor section. I would suggest opening the Arcade campaign map (the viking mini game) and seeing how they handle animations tied to events, just taking a glance..
General - If (Conditions) then do (Actions) else do (Actions)
If
FighterMovingDirection != Straight
Then
Variable - Set FighterMovingDirection = Straight
Animation - Play Walk animation for (Actor for Viking) as Default, using Play Forever options and Default Time blend time
Past that, well, you'll have to mess around with the actors.. which isn't something I can instruct offhand.
Thanks for the answer anyway, but triggering the animations isn't really a problem. Actors well, I thought that way too, but I have to say, that the DataEditor seems tricky to me (haven't messed with it really yet). I hope there is another way or someone who knows how to do this.
Ok, some further investigation provides me with a reasonable solution (with triggers only ;) ) but there is still a little problem. I want to use 'Set Animation Time' but where do I find the Animation Identifier for a specific Animation? (In my case the Spectre Animation '10: Stand Work End')
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Hi Guys, welcome to my very first GalaxyEdit Project!
For two Days now I'm working on a Triggersystem to apply a DeadSpace like Camera, Movement and Attackstyle for my upcoming Singleplayercampaign, but finally I'am at a Point were I don't know how to do this efficiently. Camera works, Movement works... Animations for Aiming and Firing do not work :-(
Primarily I want to play a Part of the Attack Animation of my Spectre when the Right Mousebutton is pressed down and loop it until the Mousebutton is released (the Part after the Shoot, so he looks idle but aiming). And now, if the Right Mouse Button is still pressed and you click the left Mouse Button, he should fire his Rifle with the Shooting Part of the Attack Animation. I know it's possible to set a startingpoint for an animation (somehow it has worked for aiming a short period), but my whole Animationsystem seems off. Maybe there is someone who likes to help me with this or has an better idea to solve this problem?
That's currently working:
Shorttimeplan:
Longtimeplan:
Simply try it with my current developer Map:
Link Removed: http://www.mediafire.com/file/564m626rz7994vz/TPCtestMap.SC2Map
You are free to use my CameraSystem for your own Projects, aslong, as you give Credit to me.
To set it up for your own use you just need to setup the 3 Variables under PlayerSystem->Variables->PlayerVariables
bumped, reworked and I still need help :(
I don't feel confident enough to give exact instructions on this (I would need to play with this more), but just to try to help, I would surmise the area you would use to link the attack animation to left click is either going to be in trigger action animations or in the actor section. I would suggest opening the Arcade campaign map (the viking mini game) and seeing how they handle animations tied to events, just taking a glance..
General - If (Conditions) then do (Actions) else do (Actions)
If
FighterMovingDirection != Straight
Then
Variable - Set FighterMovingDirection = Straight
Animation - Play Walk animation for (Actor for Viking) as Default, using Play Forever options and Default Time blend time
Past that, well, you'll have to mess around with the actors.. which isn't something I can instruct offhand.
Good luck.
@Xackery:
Thanks for the answer anyway, but triggering the animations isn't really a problem. Actors well, I thought that way too, but I have to say, that the DataEditor seems tricky to me (haven't messed with it really yet). I hope there is another way or someone who knows how to do this.
Has anyone an idea/expirience with this kind of problem or am I just missing something and nobody likes to tell me?
If anyone doesn't trust mediafire: I've attached the mapfile to this message again.
Ok, some further investigation provides me with a reasonable solution (with triggers only ;) ) but there is still a little problem. I want to use 'Set Animation Time' but where do I find the Animation Identifier for a specific Animation? (In my case the Spectre Animation '10: Stand Work End')