Stuff

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Stuff

Postby Walmart Tango » Tue Feb 09, 2010 7:10 am

I'm sure this has been answered before, but search isn't doing its thing and I haven't found a thread for it yet - what controls spawning for random encounters/NPCs? Is it possible to create and control additional random units, or are modders limited to reskins and tweaks of the NPC units already ingame? I'd like to broaden up the variety of miscellaneous things that come out of nowhere and try to kill me, even if just at the level of making a second off-brand swarm that's colored pink and farts emitters or whatever, but so far I've had no luck at all.

Because I'm aware those questions are boring and answering them is boring here's some pictures of stuff to liven things up. Might as well get some entertainment out of it.
Last edited by Walmart Tango on Tue Feb 16, 2010 1:13 pm, edited 1 time in total.
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Re: Extended Randoms

Postby TrashMan » Tue Feb 09, 2010 1:56 pm

IIRC, there's a file that controls their frequency and some attributes, but the spawning mechanic and other stuff is hardcoded.
I don't know if you can add new randoms.
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Re: Extended Randoms

Postby Walmart Tango » Fri Feb 12, 2010 8:40 am

Well, damn. That'll teach me to test everything out before putting any work in. Thanks!

While I've got a thread up for newbie questions, how do animations work? The tutorial on the wiki kinda glossed it over and while everything else seems to imply that you just export your animated model and Panda takes care of it automatically I'm winding up with static models still.
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Re: Extended Randoms

Postby Okim » Fri Feb 12, 2010 9:37 am

You need to name a specific animation in Panda exporter with checked "use animations" (or smth similar) option and some other specific options that i can`t recall at this time.

If you name it idle than it will show always without specific triggers. Combatready animations and your named animations must be activated by a trigger either in ship section file or in weapon file. Riderdeploy and minedeploy anims activate when launching riders (drones, shuttles, bio-missiles etc.) and mines respectively.

EDITED:
There are some rotation animations that latest versions of Panda exporter may interpret wrongly. Especially those that have 2 keys - starting from 0 and ending with 360 degrees. These animations should be assigned in auto-key mode.
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Re: Stuff

Postby Walmart Tango » Tue Feb 16, 2010 1:32 pm

E: DP
Last edited by Walmart Tango on Tue Feb 16, 2010 1:47 pm, edited 1 time in total.
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Re: Stuff

Postby Walmart Tango » Tue Feb 16, 2010 1:45 pm

Alright cool that's... way more useful than I was expecting, actually. Thanks a lot!

Is there a complete list of trigger events available somewhere? I'd figured out the CombatReady one since it's in all the Morrigi files, but I don't see stuff like the siege driver or minelayer firing animations anywhere.

New thread name for now much vaguer aspirations.
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Re: Stuff

Postby TrashMan » Tue Feb 16, 2010 6:58 pm

Open the siege driver section adn hte siege driver weapon.

You will see they use a animation (called "fire" or something)
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Re: Stuff

Postby Mecron » Tue Feb 16, 2010 7:26 pm

makes a rude gesture in reply to the "cartoony style" label :P
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Re: Stuff

Postby Zabaron » Thu Feb 18, 2010 1:08 am

TrashMan wrote:Open the siege driver section adn hte siege driver weapon.

You will see they use a animation (called "fire" or something)

It's in the weapon file. The anim line controls what animation plays when the weapon fires.

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Re: Stuff

Postby Walmart Tango » Sun Feb 21, 2010 3:01 pm

Mecron wrote:makes a rude gesture in reply to the "cartoony style" label :P


Well okay the 'handpainted texture style' then. Successfully drawing straight lines ain't how I roll.

Zabaron wrote:It's in the weapon file. The anim line controls what animation plays when the weapon fires.

-Zabaron


All right, I see the siege one now at least. Think I was getting too hung up on assuming the weapon files only talked to the weapon models and the shipsection files only referenced the shipsection models. Thanks!
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