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New Attack Animations
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Wild_qwerty
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PostPosted: Thu Jan 06, 2005 11:49    Post subject: New Attack Animations Reply with quote

Hi guys,

I are currently working on editing the original FO2 hero sprites to add a few new attack sequnces.

3 shot burst for the pistol
gas attack for the pistol
Hand flamer for the SMG
2 shot rocket burst

plus a few others Smile

Go here for more information

They are basicaly the unused suffix combinations. So would it be possible to add support for these into IanOut?

Cheers
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mvBarracuda
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PostPosted: Thu Jan 06, 2005 18:40    Post subject: IanOut animation support Reply with quote

Here is the code from Beta 4 for the included 10mm pistol:
Code:
<?xml version="1.0"?>
<item name="Pistol" type="weapon">
 <graphic picture="Pistol" inventory="Pistol"/>
 <text yousee="9mm-es pisztoly" lookat="9mm-es pisztoly"/>
 <critter idle="ha" move="hb" miss="he"/>
 <desc mode="ammo">
  <ammo type="3" capacity="12" />
  <mode name="single" type="2" apuse="4">
   <range min="1" max="20"/>
   <dammage min="3" max="6"/>
   <critter before="hh" shoot="hj" after="hi"/>
   <critical deathtype="3" chance="10"/>
  </mode>
  <mode name="reload" type="10" apuse="2">
   <critter shoot="ha"/>
  </mode>
 </desc>
</item>

You can choose which animation to display as long as it exists. So if you edit the line: <critter before="hh" shoot="hj" after="hi"/> you can choose which animation to display before, while and after shooting. This way you create new classes like your crossbow and you don't need to take the unused animation sufixes like in FO2, so you just could create a crossbow class with sufix "t" and create all the animation files like:
HANPWRTH.FRM
HANPWRTJ.FRM
HANPWRTI.FRM
etc.

So IanOut will solve all the naming convention problems. AFAIK Beta 4 is only working with single shot mode. Maybe Sztupy can tell if Burst and fire_continous are already included in Beta 5, but as soon as it's coded you'll have full freedom for animations Smile

You could even use different animations schemes for 1 gun. Example: While running the weapon appears to be a smg, but while shooting it displays your special crossbow animation.
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sztupy
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PostPosted: Thu Jan 06, 2005 18:48    Post subject: Reply with quote

and don't forget that suffixes may be more then 2 characters long, so you may add a HANPWRTHA.FRM too.
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mvBarracuda
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PostPosted: Thu Jan 06, 2005 18:59    Post subject: Reply with quote

sztupy wrote:
and don't forget that suffixes may be more then 2 characters long, so you may add a HANPWRTHA.FRM too.

Ohh yeah forgot that Sad That's really good, so is the "_"-character supported? So you could change the new animation scheme to something like that:
HANPWR_CROSSBOW_RUNNING
HANPWR_CROSSBOW_IDLE
HANPWR_CROSSBOW_RELOAD
HANPWR_CROSSBOW_ATTACK
HANPWR_CROSSBOW_MISS
etc.

And another question: you can use the Burst the Animation with Beta 4, but the damage will be calculated like single shot; so does the current beta already have support for burst / continous damage calc?

EDIT:
Just tested the new name convention and it works perfectly. Here a snippet from the log.txt:
Code:
Load> Loading a new animation sequence: \art\critters\nmmaxx_PISTOL_SHOOTSTART.frm (5)
Load> Loading a new animation sequence: \art\critters\nmmaxx_PISTOL_SHOOTWHILE.frm (5)


Just tested the burst animations and they work Smile
Problems:
- you can use burst, but it does only "use" 1 ammo-unit
- damage calculations aren't adjusted, but if you want 5 shoot burst, just multiplicate the damage settings x 5
- FO2 burst uses hex spread, IO burst acts like single shoot so no bystanders are shoot Sad
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sztupy
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PostPosted: Thu Jan 06, 2005 21:07    Post subject: Reply with quote

there is no burst fire support, bcs I was lazy to add it, that's why burst mode is like a simple shot. If you look at the weapon description you can see that it's the same as a single shot, it just simply uses an other animation, and has "Burst" as name, not "single"
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mvBarracuda
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PostPosted: Thu Jan 06, 2005 21:14    Post subject: Reply with quote

sztupy wrote:
there is no burst fire support, bcs I was lazy to add it, that's why burst mode is like a simple shot. If you look at the weapon description you can see that it's the same as a single shot, it just simply uses an other animation, and has "Burst" as name, not "single"

Yeah, which weapon uses burst? Added burst myself with this code:
Code:
<?xml version="1.0"?>
<item name="Pistol" type="weapon">
 <graphic picture="Pistol" inventory="Pistol"/>
 <text yousee="10mm Barracuda Pistol" lookat="10mm Pistol. A tiny label says: BPA -> Barracuda Pistols Arizona"/>
 <critter idle="_PISTOL_IDLE" move="_PISTOL_MOVE" miss="_PISTOL_MISS"/>
 <desc mode="ammo">
  <ammo type="3" capacity="12" />
  <mode name="single" type="2" apuse="4">
   <range min="1" max="20"/>
   <dammage min="3" max="6"/>
   <critter before="_PISTOL_SHOOTSTART" shoot="_PISTOL_SHOOTWHILE" after="_PISTOL_SHOOTAFTER"/>
   <critical deathtype="3" chance="10"/>
  </mode>
  <mode name="burst" type="2" apuse="4">
   <range min="1" max="20"/>
   <dammage min="15" max="30"/>
   <critter before="_SMG_SHOOTSTART" shoot="_SMG_SHOOTWHILE" after="_SMG_SHOOTAFTER"/>
   <critical deathtype="3" chance="10"/>
  </mode>
  <mode name="reload" type="10" apuse="2">
   <critter shoot="_PISTOL_IDLE"/>
  </mode>
 </desc>
</item>
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sztupy
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PostPosted: Thu Jan 06, 2005 21:18    Post subject: Reply with quote

I think there should be a mingun somewhere, which uses the Burst animation....
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Wild_qwerty
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PostPosted: Thu Jan 06, 2005 21:40    Post subject: Reply with quote

So in a later version IanOut will have a more fully implemented version of the 3 different fire types?
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sztupy
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PostPosted: Thu Jan 06, 2005 21:47    Post subject: Reply with quote

they are the same, only with different settings. You can change the spread-angle (single shots have a spread angle of 0), and area (fire_continous have an area of 3 or something like that), and some other variables (like you may change the spread-angle according to your large guns skill -> like higher skill means, the weapon will burst in a smaller angle, while a lower skilled guy will spread in a larger area)
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dude_obj
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PostPosted: Thu Jan 06, 2005 23:28    Post subject: Reply with quote

It would be good if damage type could be assigned by ammunition loaded, rather than by weapon like the FO2 engine. This is one thing that really limits us, and prevents making things like poison weapons, emp rounds, incendiary rounds etc.

The other thing we seem to be limited by is the triggering (playback) of special effect animations for various damage types. So far I haven't found a way to trigger those, other than letting the engine do it, and its based on weapon settings, which sucks!
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mvBarracuda
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PostPosted: Thu Jan 06, 2005 23:31    Post subject: Reply with quote

sztupy wrote:
they are the same, only with different settings. You can change the spread-angle (single shots have a spread angle of 0), and area (fire_continous have an area of 3 or something like that), and some other variables (like you may change the spread-angle according to your large guns skill -> like higher skill means, the weapon will burst in a smaller angle, while a lower skilled guy will spread in a larger area)

I think that is much better than Fallouts solution. Now you'll be able to create weapons with different spread types, because a flamer surely has a different "spread" compared to a minigun.

O = person who fires the gun
X = affected hexes

Flamer:
-----O----
-----x-----
----xx-----
----xxx---
---xxxx---
--xxxxx---
----xx-----
------------

Minigun:
-----O----
-----x-----
-----x-----
----xx----
----xx----
----xx----
----xx----
----xxx---
----xxx---
-x-xxx-x-
x-x-x-x-x-
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mvBarracuda
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PostPosted: Thu Jan 06, 2005 23:46    Post subject: Reply with quote

dude_obj wrote:
It would be good if damage type could be assigned by ammunition loaded, rather than by weapon like the FO2 engine. This is one thing that really limits us, and prevents making things like poison weapons, emp rounds, incendiary rounds etc.

The other thing we seem to be limited by is the triggering (playback) of special effect animations for various damage types. So far I haven't found a way to trigger those, other than letting the engine do it, and its based on weapon settings, which sucks!

This should be no problem becaue ALL IanOUt script (weapons too because they are scripts) are written in Lua. So a simple "if"-statement should do the job.

Problems:
- weapon scripts need a part where you can define the ammo types that work with the gun; atm you can define just ONE ammonumber; maybe it's better to change to ammoname and not number, because "9mm_ball" is surely more easy to understand than "13"
- ammo specific death animations are already possible if you create an own mode for every ammo, like:
- single shot: gas
- single shot: anthrax
- single shot: emp
- etc.
For every mode you can define specific death animations so that's no problem Smile
- a way to specify the damage for every mode, so you could have different damage types with the same gun;
Don't know if this is already possible via a "if"-statement in the weapon script or maybe something needs to be changed in the sourcecode; Sztupy surely knows Smile


Last edited by mvBarracuda on Fri Jan 07, 2005 0:04; edited 1 time in total
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Wild_qwerty
Sonny, I Watched the Vault Bein' Built!



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PostPosted: Thu Jan 06, 2005 23:57    Post subject: Reply with quote

Also making it possible to set the impact effects from a projectile (ammo type) rather than the gun type.

For example a shotgun loaded with standard shot or loaded with a explosive round.
Or a rocket luancher that fire EMP ammo as well as a standard explosive head, each 'explosion' would be quite different.

Also a few more damage types would be useful
Like a 'Gas' type
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mvBarracuda
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PostPosted: Fri Jan 07, 2005 0:10    Post subject: Reply with quote

Wild_qwerty wrote:
...
Also a few more damage types would be useful
Like a 'Gas' type

Hmm that would be a bit more difficult. Remember that you'll have to edit EVERY armor in the game and add a "gas"-resistance / -threshold. But that would make a gas mask / gas armor useful Smile

But if I remember right, Sztupy said that the WHOLE ruleset will be scriptbased so you're not limited by hardcoded stuff that can't be changed Smile So this way it should be no problem to add new damage types as long as you add the specific type to EVERY armor. Should be lots of work, but working Smile
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dude_obj
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PostPosted: Fri Jan 07, 2005 0:35    Post subject: Reply with quote

mvBarracuda wrote:
atm you can define just ONE ammonumber; maybe it's better to change to ammoname and not number, because "9mm_ball" is surely more easy to understand than "13"


Well it should be a caliber, because you want mutiple types within caliber and the engine must disallow other calibers for a weapon. Whether its actually a number or name really makes no difference, because there could be an ammo descriptor file that converts the number into a useful name. In FO2 its one byte in the prototype.

It would be nice if the damage types were completely configurable too so stuff can be added like disease or specific disease or stun, ....

EDIT: the damage routines should be able to call the target object's script directly I think. That way its possible to do almost anything. For example set a variable that restricts movement (stun or tangle), start a timer that applies poison damage every turn for 5 turns etc
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Wild_qwerty
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PostPosted: Fri Jan 07, 2005 1:05    Post subject: Reply with quote

Or a smelly gun that drops the targets charisma Laughing

But as long as it is possible to have a grenade luancher strapped onto a machine gun I will be happy Smile
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mvBarracuda
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PostPosted: Sat Jan 08, 2005 1:19    Post subject: Reply with quote

I didn't want to create a new topic for this one, 'cause it's somehow related to the "new animation"-topic.

IanOut uses the "NMMAXX"-animations for Ian. The problem is that "NMMAXX" is a npc character, but only hero characters got animation sequences for all the different guns / armors. I've tried to change the used animation sequence to a hero so that I could test some animations but I couldn't find a way to change the animations for Ian. Is it hardcoded or did i miss something in the scripts?
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sztupy
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PostPosted: Sat Jan 08, 2005 3:46    Post subject: Reply with quote

you did miss, that the main hero is the character number 0, and is described in the Ian.dat

proto/critters.pro
Code:

[Critters]
Critters_0 = Ian.dat


data/critters/ian.dat
Code:

<?xml version="1.0"?>
<critter name="Ian" graphics="nmmaxx">
 <moving idle="aa" move="ab" run="at" pickup="ak" use="al" miss="an" hit="ao" hitback="ap"/>
</critter>


there you see: graphics="nmmaxx".. change it to "mamant" and you!ll be controlling a mantis (but don't try to run, the game will crash Smile )
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mvBarracuda
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PostPosted: Sat Jan 08, 2005 10:13    Post subject: Reply with quote

Thx Sztupy Smile

I used the Windows search to find files that contain the string "nmmaxx". Sadly it didn't work, but it's good that I'm able to test some new animations now. Smile
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sztupy
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PostPosted: Sat Jan 08, 2005 12:24    Post subject: Reply with quote

use Total Commander's search, it works Smile
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