Talk:Scripted sequence
You know what would be really useful? An external scripting tool for combat and other things not covered by FacePoser. I was trying to make a very short sequence last night where an antlion throws a Combine soldier off a wall above the player and his body along with some dislodged railings come crashing down. It took forever because I always had to recompile to see any changes. --TomEdwards 03:20, 15 Jul 2005 (PDT)
- Maybe a mod can be created where two players can impersonate both, the Ant Lion and the combine. "play" the action (note: remove the quote), while the mod "save" the action as a script or something usefull for scripting. This tecnique its the "ghost car" tecnique. --Tei
- No, that's not the same. --TomEdwards 07:58, 15 Jul 2005 (PDT)
- currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --JacobNicholson 08:31, 15 Jul 2005 (PDT)
- Making a mod to design animations its a bootstrapping solution. I admit this approach often fail, anyway.. --Tei
- currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --JacobNicholson 08:31, 15 Jul 2005 (PDT)
- The timing was tricky, so was the sound (the antlion was too quiet so I had to fake it), making the soldier walk backwards (impossible, I think?), and tweaking the ragdollmagnet and railing physexplosion to get the right trajectories. --TomEdwards 09:24, 15 Jul 2005 (PDT)
- Keep in mind that if you don't change any brush geometry, you don't have to recompile the whole map, you can just recompile entities which even on large maps only takes a few seconds at most. If you use the Hammer compile tool, click Only Entities, and don't compile VIS or RAD. Another trick is to run with game with '-mat_picmip 2'. This reduces the memory it takes up and makes having both Hammer and the engine open at the same time, much more bareable.--Matt Wood
- Yea, this its a nice feature to add/edit weapons/monsters/whatever to existing bsp files. Maybe to move deathmach spawnpoints. --Tei
- Brilliant, thanks! --TomEdwards 03:13, 16 Jul 2005 (PDT)
- Keep in mind that if you don't change any brush geometry, you don't have to recompile the whole map, you can just recompile entities which even on large maps only takes a few seconds at most. If you use the Hammer compile tool, click Only Entities, and don't compile VIS or RAD. Another trick is to run with game with '-mat_picmip 2'. This reduces the memory it takes up and makes having both Hammer and the engine open at the same time, much more bareable.--Matt Wood
IS THERE ANY CHANCE WE COULD GET A VALID and EXISTING LIST OF ACTION ANIMATIONS preferably for HL2 seeing as thats what we are here to work on....PLZ. --DozzyB (moved here from the article; —Maven (talk) 18:23, 18 Sep 2005 (PDT))
- Action animations? Aren't they all shown under the Model tab of each animated model? --Andreasen 14:08, 5 Sep 2006 (PDT)
Scripted sequences with responses
Is there any way to get actors speaking response concepts during sequences? I've tried actbusy, but I need one particular NPC to lean on a wall and doing it that way won't suppress idle animations. --TomEdwards 12:51, 24 Nov 2007 (PST)
- And just to add to actbusy's woes, only a few NPC types support it! --TomEdwards 13:26, 24 Nov 2007 (PST)
OnCancelSequence, OnCancelFailedSequence
Found this (new with Episode 1?) output "OnCancelFailedSequence". In the official FGD it describes it as "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)." Which is kinda strange considering the "failed" part... I would have though it fires if something obstructs the NPC so it is unable to perform the sequence (haven't got to test it yet, though).
"OnCancelSequence" simply seems to fire when the sequence is canceled through the "OnCancelSequence" input.
I would add it but I'd rather see this confirmed by someone who has more experience with scripted_sequences first?
Gravity doesn't seem to work
Upon seeing the keyvalue "Ignore Gravity on NPC during script", I thought I could somehow make a headcrab fall down while playing its falling animation (without parenting it or something), but no such luck. I decompiled the two maps where Alyx jumps down from a ledge, and replicated one of those, and it turns out that it's completely independent of gravity: When tested on a longer distance, she jumps down the original distance, lands in mid-air halfway, straightens herself, and then when the animation has finished, then she falls. Needless to say, the headcrab doesn't move at all in its animation. --MossyBucket (formerly Andreasen) 11:37, 24 February 2011 (UTC)