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Thread: Diffrent actions

  1. #1
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    Diffrent actions

    Is there anyway to make soldiers act a diffrent way? For example, all the recruits, they all do push ups or situps at the same time. Also, anyway to make them sit down, lay down, any specific animations?
    Thanks
    Mike

  2. #2
    Admin Bluetiereign's Avatar
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    Yes. Get the unlocked the unlocked c4medc3 from here.


    Event 0: Push Ups

    Trigger:
    SSN 1 is alive

    Actions:
    Change group 3 AI to Play part anim #1 for 2.0000 seconds
    Attached Files Attached Files

  3. #3
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    Are pushups the only actions you can have them do?
    (I haven't tried the file yet, so I don't know if that will clarify it.)

  4. #4
    Admin Bluetiereign's Avatar
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    I don't know if there are other anims for troops. There is one other anim that I know of. The seahawk will drop and retract a fastrope.

  5. #5
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    Is that Part Anim. 1? I know the LCAC drops their ramps with that.

  6. #6
    Admin Bluetiereign's Avatar
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    I don't know SoS. For a full list of Anims, I would have to do some digging - after figuring out where to look. If you need - I'll do the digging. If you go ahead and do it though - let me know... and save me the time and efforts, will you ?

  7. #7
    Admin Bluetiereign's Avatar
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    Update

    Ok... an intial look tells me that the recruit is capable of pushups, situps, cable hold, saluting, stretching, conversation, evac (?), movement, running and falling - and maybe swimming. All of these plus the dying anims by various wounds....I'll update you when I run into anything else.

  8. #8
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    No harm in trying, I'll post anything I find.
    Thanks for your help Chief.
    Mike

  9. #9
    Admin Bluetiereign's Avatar
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    I may have made a mistake in saying it was possible..I tried getting the recruits to anything but pushups - with no luck. Hmm... I thought it was possible. I'll keep looking into it..

    Anybody else have some thoughts ?

  10. #10
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    They are pretty stubborn...
    I tried Google, but I can't get anything

  11. #11
    Admin Bluetiereign's Avatar
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    Inside the c40data.pff-->ADM file for the character actions... here is what it looks like:


    anim_reset "C4Calib.bad"

    anim_idle "C4msc09F.bad" //green idle Push Ups
    anim_idle_2 "C4msc10F.bad" //red idle Sit Ups
    anim_idle_3 "C4mscL8F.bad" //special cable hold
    anim_idle_4 "C4msc11F.bad" //Salute
    anim_idle_5 "C4idl04F.bad" //Stretching
    anim_idle_6 "C4msc03F.bad" //Conversation
    anim_walk_forward "C4wlk01F.bad" //green move
    anim_run_forward "C4Run01F.bad" //red move evac extend run

    anim_jump_loop "C4Dive.bad" //falling

    anim_attack "C4msc16F.bad"
    anim_swim_attack "C4SwmidF.bad"
    anim_reload "C4msc16F.bad" //reload

    anim_swim_idle "C4SwmidF.bad"
    anim_swim_forward "C4swmF_F.bad"

    anim_wash_idle "C4rtr02F.bad"
    anim_wash_walk "C4rtr01F.bad"
    anim_wash_run "C4rtr03F.bad"

    anim_cover_idle "C4CvridF.bad"
    anim_cover_run "C4CvrRnF.bad"
    anim_cover_attack "C4sgn09F.bad"

    //death anims
    anim_death_fire "C4Dth1_F.bad"
    anim_death_pungi "C4Dth1_F.bad"
    anim_death_drown "C4SwmDtF.bad" //water death

    anim_death_grenade_forward "C4DthF_F.bad"
    anim_death_grenade_right "C4DthR_F.bad"
    anim_death_grenade_back "C4DthB_F.bad"
    anim_death_grenade_left "C4DthL_F.bad"

    anim_death_bullet_hip_forward "C4Dth1_F.bad"
    anim_death_bullet_hip_right "C4Dth1_F.bad"
    anim_death_bullet_hip_back "C4Dth1_F.bad"
    anim_death_bullet_hip_left "C4Dth1_F.bad"

    anim_death_bullet_torso_forward "C4Dth1_F.bad"
    anim_death_bullet_torso_right "C4Dth1_F.bad"
    anim_death_bullet_torso_back "C4Dth1_F.bad"
    anim_death_bullet_torso_left "C4Dth1_F.bad"

    anim_death_bullet_head_forward "C4Dth1_F.bad"
    anim_death_bullet_head_right "C4Dth1_F.bad"
    anim_death_bullet_head_back "C4Dth1_F.bad"
    anim_death_bullet_head_left "C4Dth1_F.bad"

    anim_death_bullet_rightshoulder_forward "C4Dth1_F.bad"
    anim_death_bullet_rightshoulder_right "C4Dth1_F.bad"
    anim_death_bullet_rightshoulder_back "C4Dth1_F.bad"
    anim_death_bullet_rightshoulder_left "C4Dth1_F.bad"

    anim_death_bullet_leftshoulder_forward "C4Dth1_F.bad"
    anim_death_bullet_leftshoulder_right "C4Dth1_F.bad"
    anim_death_bullet_leftshoulder_back "C4Dth1_F.bad"
    anim_death_bullet_leftshoulder_left "C4Dth1_F.bad"

    anim_death_bullet_rightarm_forward "C4Dth1_F.bad"
    anim_death_bullet_rightarm_right "C4Dth1_F.bad"
    anim_death_bullet_rightarm_back "C4Dth1_F.bad"
    anim_death_bullet_rightarm_left "C4Dth1_F.bad"

    anim_death_bullet_leftarm_forward "C4Dth1_F.bad"
    anim_death_bullet_leftarm_right "C4Dth1_F.bad"
    anim_death_bullet_leftarm_back "C4Dth1_F.bad"
    anim_death_bullet_leftarm_left "C4Dth1_F.bad"

    anim_death_bullet_righthand_forward "C4Dth1_F.bad"
    anim_death_bullet_righthand_right "C4Dth1_F.bad"
    anim_death_bullet_righthand_back "C4Dth1_F.bad"
    anim_death_bullet_righthand_left "C4Dth1_F.bad"

    anim_death_bullet_lefthand_forward "C4Dth1_F.bad"
    anim_death_bullet_lefthand_right "C4Dth1_F.bad"
    anim_death_bullet_lefthand_back "C4Dth1_F.bad"
    anim_death_bullet_lefthand_left "C4Dth1_F.bad"

    anim_death_bullet_rightthigh_forward "C4Dth1_F.bad"
    anim_death_bullet_rightthigh_right "C4Dth1_F.bad"
    anim_death_bullet_rightthigh_back "C4Dth1_F.bad"
    anim_death_bullet_rightthigh_left "C4Dth1_F.bad"

    anim_death_bullet_leftthigh_forward "C4Dth1_F.bad"
    anim_death_bullet_leftthigh_right "C4Dth1_F.bad"
    anim_death_bullet_leftthigh_back "C4Dth1_F.bad"
    anim_death_bullet_leftthigh_left "C4Dth1_F.bad"

    anim_death_bullet_rightcalf_forward "C4Dth1_F.bad"
    anim_death_bullet_rightcalf_right "C4Dth1_F.bad"
    anim_death_bullet_rightcalf_back "C4Dth1_F.bad"
    anim_death_bullet_rightcalf_left "C4Dth1_F.bad"

    anim_death_bullet_leftcalf_forward "C4Dth1_F.bad"
    anim_death_bullet_leftcalf_right "C4Dth1_F.bad"
    anim_death_bullet_leftcalf_back "C4Dth1_F.bad"
    anim_death_bullet_leftcalf_left "C4Dth1_F.bad"

    anim_death_bullet_rightfoot_forward "C4Dth1_F.bad"
    anim_death_bullet_rightfoot_right "C4Dth1_F.bad"
    anim_death_bullet_rightfoot_back "C4Dth1_F.bad"
    anim_death_bullet_rightfoot_left "C4Dth1_F.bad"

    anim_death_bullet_leftfoot_forward "C4Dth1_F.bad"
    anim_death_bullet_leftfoot_right "C4Dth1_F.bad"
    anim_death_bullet_leftfoot_back "C4Dth1_F.bad"
    anim_death_bullet_leftfoot_left "C4Dth1_F.bad"

    Figure out how to insert/trigger the anim_idle_# you want, and that should do it...I would think.

  12. #12
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    Wow, I didn't realize how many diffrent death sequences there were... I don't know how to insert those animations, I will play around with it later, with any luck I will find something new.
    Thanks

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