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Messages - DPontious

Pages: [1] 2 3
1
Design & World Building / Re: importing
« on: Dec 05, 15, 09:30:07 AM »
here are the results, i turned his clock speed down so he wouldnt run off map.  and the last two at the bottom i think was attack which was blank, and the last one was alreadyturning = fals, also noticed that when i hit forward in the currentmotion box, however once i release it it goes to idle yet he moves.  don't know if that info helps or not, just noticed it.


2
Design & World Building / Re: importing
« on: Dec 04, 15, 10:01:24 PM »
same, however think i have to take a break for a little, been at this all day, ill be back at it in the morning.    there are 25 frames and he goes to the end of the map if i let him lol have to delete him lol

3
Design & World Building / Re: importing
« on: Dec 04, 15, 09:49:59 PM »
ok, tryed new script,  nothing been changed to the   Input_Command script or changes to the gameKeyBindings.ini file, or controller scripts on the client side.   i also tryed to stop using other commands such as jump and stuff/.

4
Design & World Building / Re: importing
« on: Dec 04, 15, 07:59:13 PM »
bare with me good sir, loaded your script worked fine was able to possess and move him, the only issue was he wouldn't stop moving.
Code: [Select]
! biped control
!
!

channels
{
  AnimAllBody
}

//**********************************************************
//inputs that cover most common situations
inputs
{
  BaseMode = Normal, Combat, Pose
  BasePosture = Idle, Turning, Moving, Dead, Alive
  variable IdleType = Normal, Dead, Ready
  MoveDirection = Forward, Backward
  TurnDirection = None, Right, Left
  TurnAmount = None, T45Degrees, T90Degrees, T135Degrees, T180Degrees
  variable MoveType = Normal, Swim
  variable AlreadyTurning =  True, False
  variable OverridePosture = None, Jumping, Falling, Landing, Dead
  variable CurrentMotion = CombatMove, Idle, TurningLeft, TurningRight, Forward, Backingup
// basic input modifiers
  variable PoseType = None, SnapShot
//combat
  variable Attacking = None, Sideslash, Swipe, Laser, SpellcastLeft
  variable ImpactHit = None, Blam
}

action Default
{
//********************************************************************************
  // Basic behavior for the whole body
  //Since by default this is your only channel, put everything else within AnimAllBody
  //IF you create other channels, then you would add them below AnimAllBody using the same format
  set(1) AnimAllBody
  {   
 
      when BasePosture {
      is Idle:
        when MoveType {
        is Swim:
          anim "idle"
        DEFAULT:
  when BaseMode {
  is Combat:
    anim "ready"
  is Normal:
    anim "idle"
  is Pose:
   
  }
        }
        align False
        blend 0.25
        hold 0.25 seconds recycle
        looping True
        change AlreadyTurning to False
        change CurrentMotion to Idle

     
      is Moving:
        when MoveDirection {
        is Forward:
          when MoveType {
          DEFAULT:
            anim "walk"//or run or walkrun
          }
          blend 0
          hold 0 seconds
          change CurrentMotion to Forward
        }
        looping True
        change AlreadyTurning to False
      }
  }
}

5
Design & World Building / Re: importing
« on: Dec 04, 15, 07:41:19 AM »
Just added the movement in with the walk animation, same result. i do notice that the walk animation isn't playing and still not moving forward or backwards. 

6
Design & World Building / Re: importing
« on: Dec 03, 15, 10:41:43 AM »
no, i just animated the walk movement, darn.  ok so with your experience do you need to move him far while animating, or just move him as far as the walk step would be? 

7
Design & World Building / Re: importing
« on: Dec 03, 15, 08:51:09 AM »
Ok a couple things,  box man isn't moving when i hit W, when i hit A or D he just turns once either once to right or to left.  still getting the fall and landing error.  here are the codes
Boxman_03.aas
 
Code: [Select]
! biped control
!
!this is a super basic template to start with
!add more stuff and make it do something neat!!


channels
{
  AnimAllBody
  walk
}

inputs
{
  animation = Idle
 
  // Basic inputs used by the HeroEngine_ACCController
  BaseMode = Normal, Combat
  BasePosture = Idle, Turning, Moving, Prone, Dead, Sitting, Kneeling, Alive, Climbing
  //OverridePosture = None, Jumping, Falling, Dead, Knockback, ResurrectTarget
  MoveType = Normal, Swim
  IdleType = Normal
  MoveDirection = Forward, Backward
  TurnDirection = None, Right, Left
  TurnAmount = None, T45Degrees, T90Degrees, T135Degrees, T180Degrees
  variable AlreadyTurning =  true, false
  variable CurrentMotion = Idle, TurningLeft, TurningRight, Forward, Backingup, CombatMove
}

action Default
{
  set(1) AnimAllBody
  {
    when animation {
    is Idle:
       anim "idle"
    DEFAULT:
       anim "idle"
    }
   hold 1
   blend 0.1
   align false
   looping true
  }
}

action walk
{
  force(1) AnimAllBody
  {
    anim "walk"
    hold 1
    blend 0.1
    align false
    looping true
    change AlreadyTurning to false
    change CurrentMotion to Idle
  } 
}

AnimationSet.dat

Code: [Select]
!
!Basic AnimationSet.dat with a tempalte idle sequence listed
Version=1
[SEQUENCES]
  idle
  walk

walk.asq

Code: [Select]
!
! Animation Sequence Spec
! template Sequence generated by Max or Maya output
Version=1
[ABILITIES]
  Apply Animation
    .Animation=walk.hgm
    .InitialSpeed=1
    .InitialLoop=true
    .InitialAlign=true
    .VDA=false

8
Design & World Building / Re: importing
« on: Dec 02, 15, 02:38:20 PM »
ok cool, here are the new errors that popped up Note: that the Node=922 happens when i it space-bar or jump

9
Design & World Building / Re: importing
« on: Dec 02, 15, 09:24:29 AM »
here is .aas


Code: [Select]
! biped control
!
!this is a super basic template to start with
!add more stuff and make it do something neat!!


channels
{
  AnimAllBody
  walk
}

inputs
{
  animation = Idle
 
  // Basic inputs used by the HeroEngine_ACCController
  BaseMode = Normal, Combat
  BasePosture = Idle, Turning, Moving, Prone, Dead, Sitting, Kneeling, Alive, Climbing
  OverridePosture = None, Jumping, Falling, Dead, Knockback, ResurrectTarget
  MoveType = Normal, Swim
  IdleType = Normal
  MoveDirection = Forward, Backward
  TurnDirection = None, Right, Left
  TurnAmount = None, T45Degrees, T90Degrees, T135Degrees, T180Degrees
  variable AlreadyTurning =  true, false
  variable CurrentMotion = Idle, TurningLeft, TurningRight, Forward, Backingup, CombatMove
}

action Default
{
  set(1) AnimAllBody
  {
    when animation {
    is Idle:
       anim "idle"
    DEFAULT:
       anim "idle"
    }
   hold 1
   blend 0.1
   align false
   looping true
  }
}

action walk
{
  force(1) AnimAllBody
  {
    anim "walk"
    hold 1
    blend 0.1
    align false
    looping true
    change AlreadyTurning to False
    change CurrentMotion to Idle
    change Attacking to None
  } 
}

here are the other files i change if i understand this right

Code: [Select]
!
! Animation Sequence Spec
! template Sequence generated by Max or Maya output
Version=1
[ABILITIES]
  Apply Animation
    .Animation=walk.hgm
    .InitialSpeed=1
    .InitialLoop=true
    .InitialAlign=true
    .VDA=false

10
Design & World Building / Re: importing
« on: Dec 01, 15, 04:08:51 PM »
awesome stuff, thanks I will give this a run in the morning! again thanks

11
Design & World Building / Re: importing
« on: Dec 01, 15, 03:49:36 PM »
ok, cool yeah I was confused it gave me a .hgm file, but I see now. im taking it that once I manually place the walk.hgm. I will need to right its own .asq?

12
Design & World Building / Re: importing
« on: Dec 01, 15, 10:31:50 AM »
ok, made a basic walk animation, but the option for animation will not let me click on it. 

13
Design & World Building / Re: importing
« on: Nov 26, 15, 07:22:56 AM »
AWEWSOME! CollapseTo was the key! he is in, with an idle animation.  Thanks 1000 times over. i figured i would build boxman to practus and learn the syustem before i jump in with real stuff.  i can always start adding Parts to him to learn that as well.      isn't there a way to copy an .dat animation file to paste in Boxman .dat file.   again thanks

14
Design & World Building / Re: importing
« on: Nov 25, 15, 09:21:47 AM »
here are the SS you ask for, also i have spawned a few npc via the f5 command and i cant get rid of them how do i do this.   

15
Hello, and yes just logged on and aftermath isn't showing up for me at this time.

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