Bug in mapper animcomd.h

dude_obj

Vault Senior Citizen
Moderator
I found a bug in the mapper \scripts\headers\animcomd.h
It has these lines:

//#define ANIM_fire_dance_sf (61) // doesn't exist, but keeps the enums ordered
#define ANIM_fall_back_blood_sf (61)
#define ANIM_fall_front_blood_sf (62)
// called shot interface picture 64
#define ANIM_called_shot_pic (63)

Somebody screwed up here, because these are the proper numbers:

#define ANIM_fall_back_blood_sf (62)
#define ANIM_fall_front_blood_sf (63)
#define ANIM_called_shot_pic (64)


When I change this header, and use the include in my script, the above 3 now work using those names.

The ANIM_max_anim doesn't work, probably because my character isn't max? :)

As I mentioned in another post, FO2 doesn't have the JMPS animations for stair climbing and descending, but FO1 does. If I copy the FO1 HMJMPS and HFJMPS FRMs to my patch, these work:

ANIM_up_stairs_right
ANIM_up_stairs_left
ANIM_down_stairs_right
ANIM_down_stairs_left

Also, these have never worked for me so far:

ANIM_jump_begin
ANIM_jump_end
ANIM_falling
ANIM_magic_hands_up
ANIM_bad_landing
ANIM_bad_landing_sf

Finally, I don't have ANIM_fire_continuous working yet, probably because I don't have the right weapon.
What weapon does continuous firing?
 
I tried the ANIM_magic_hands_up on the super mutant, powerful mutant, and marcus models in the mapper.
It does nothing.
 
dude_obj said:
ANIM_jump_begin
ANIM_jump_end
ANIM_falling
ANIM_magic_hands_up
ANIM_bad_landing
ANIM_bad_landing_sf

Finally, I don't have ANIM_fire_continuous working yet, probably because I don't have the right weapon.
What weapon does continuous firing?

i didnt think fallout 2 let the player jump?
 
Right I think these are functions that were not implemented, but they are in the animcomd.h header. At least so far I can't fire those animations on any model. I am curious about the stair walking anim, which works with FO1 FRMs but not FO2. I can't remember if there were stairs in FO1 that used those anims.
 
dude_obj said:
Right I think these are functions that were not implemented, but they are in the animcomd.h header. At least so far I can't fire those animations on any model. I am curious about the stair walking anim, which works with FO1 FRMs but not FO2. I can't remember if there were stairs in FO1 that used those anims.

There were ladders, but not stairs AFAIR.
 
I thought that no weapons used fire_continuous because I couldn't seem to get the ANIM_fire_continunous working (and others have asked what its for too). I just noticed that its the flamers that use this as their primary attack mode.
 
interesting :)

I would have thought that it would be the suffix xK (eg HK,KK - where the second 'k' represents the burst FRM suffix, the flamer is 'KL')

Maybe it represents that the attack layed down by a flamer is a continous stream rather than a burst of individual bullets. This would mean that the fame had a chance of effecting everyone in its path and the bullets no being absorbed by the first couple of people?

If this is the case then perhaps we could make the guase riffle a contonious fire weapon so that it hits everyone in a straight line (llike quake 2 and halflife 1)
 
Wild_qwerty said:
I would have thought that it would be the suffix xK (eg HK,KK - where the second 'k' represents the burst FRM suffix, the flamer is 'KL')

Flamers do use animation code K. If you open the flamer in the mapper's prototype editor, you see it uses animation code K-LASER, but in the flags-ext, it shows the primary attack mode as fire_continuous. Afaik its the only weapon that uses this attack mode.

EDIT

Re-reading what you said ... seems the animation codes listed in the mapper prototype editor refer to the first of the two letters, indicating which weapon set to use for all actions when this weapon is equipped...

D-KNIFE
E-CLUB
F-2 HANDED CLUB
G-SPEAR
H-PISTOL
I-UZI
J-RIFLE
K-LASER
L-MINIGUN
M-ROCKET

So the "animation code" is the set (flamer doesn't have its own set), and the second letter (which you mention) is the action. Based on running my animation test scripts, I think the following is the rule:

J is fire_single
K is fire_burst
L is fire_continuous (for the flamer)

Flamer is the only one that uses that L letter.
So it must be fire_continuous.
 
Since I discovered that the weapon proto for flamer uses the flag fire_continuous as primary attack, I tried to run the script animation command ANIM_fire_continuous on a critter that has flamer equipped. Strangely, it does nothing. In fact, none of the 3 gun attack ANIM commands (ANIM_fire_single, ANIM_fire_burst, ANIM_fire_continuous) do anything with the flamer. But since the weapon proto specifies fire_continuous for flamer, that must be its attack mode, and the FRM for flame attack is definitely the KL animation.

So I assume that ANIM_fire_continuous (the script command) is broken,
while fire_continuous (the game engine ext-flag) command works ... for flamers.
 
I wonder if we could do the following:

1) replace the 'KL' FRM with say the 'KJ' FRM (copy and rename)

2) Set the Flamer to use the new 'flamer projectile' from tactics. This would mean that the 'KL' aniamtions would have to be limmited for use with a flamer.

What does this mean???
Well we coudl have a few new and interesting weapon effects if it works.

eg: I can get hold of a nice 'Steam effect' projectile for testing that woudl mean we could make a hot steam gun :x

eg: If we make new guass weapon that uses the continuous fire and a longer range would it hit every critter in a straight line to the extent of its range?

Even if the rail/guass gun doesnt work we could also make other flamer alteternates such as a "Gas Cloud Gub" or a "Toxic waste sprayer".

Anyone interested in trying this out with me?
 
Id help test, sure.


Just make sure its easyish for me to install, or at least has good instructions.
 
Wild_qwerty said:
Anyone interested in trying this out with me?

I will work with you on the new projectile anims, but I need a couple or three days to finish what I'm working on now first. These projectiles sound very interesting.
 
Hot Steam Gun?

You should really think about patenting that idea.

I suppose it could be of some use tho.
 
yea, but if it works we can have toxic waste sprayers or gas guns, as we can have variable projectiles instead of the standard fire animation
 
hmm but there seems to be a damage radius, because if you use the flamer it doesn't only affect the people standing in a direct line, but it will damage the people, too that stand near the line. But this effect isn't wanted for "railgun"-like gauss rifle because you just want to damage the people standing there in a direct line I think.

Btw.: dudeobj have you ever took a lock @ ianout? It's an open source engine that tries to replace the fallout II engine as modding base. The new beta 5 will be released @ 17 Dec 04 so would be cool if you visit our forums here @ nma: http://www.nma-fallout.com/forum/viewforum.php?f=23 and express your ideas how to improve the engine for better modding, after beta 5 is released.

The formats like map format, protos, scripts (we're using lua for scripting) aren't final so now's a good time to think about how to improve the engine when it comes to scripting, file formats etc :)
 
mvBarracuda said:
dudeobj have you ever took a lock @ ianout?

Yes I tried ianout quite a while ago, and its still on my hard drive. I am impressed with what has already been done, and I have contemplated the ianout vs fallout2 engines for mod development. Things may have changed since I looked at ianout, but performance was an issue, and it seemed like lots of key stuff was missing. My current belief is that FO2 is still the best engine to use because it has fully cooked combat/perk/skill system plus support for things like the motion detector, pipboy maps, etc.

There is clearly a big advantage to having source code though, and almost every day I wish I could call my own code. For example I have done a lot of work with text-to-speech synthesis, and with ianout I could make robots and computers talk, and dynamically too in context, like they could say your character's name. I can't do that with FO2 because the engine doesn't support any calls or links to external DLLs or programming languages. I heard that the new beta 5 is coming, will have another look at ianout soon.

mvBarracuda said:
The formats like map format, protos, scripts (we're using lua for scripting) aren't final so now's a good time to think about how to improve the engine when it comes to scripting, file formats etc :)

Ah so you are replacing the proto format? That is very key to the game, and is my current focus now. By the time I am finished with this reordering of protos the official mapper will be a much better tool. It is very clunky and non-intuitive when you first use it, and with the art strewn all over its a bear to use. But with the items all in order, it looks and works a lot sweeter. I thought that my work would be also valuable for ianout, but that's only true if you keep the existing proto format. Isn't there a speed issue there if you go plain text everything. The FO2 protos are binary, and they are read very frequently during game play. If you go straight text I'd suggest that you do some caching of proto values in RAM.

I used to specialize in development environments, basically making sure developers had everything they needed from tools, to specs, standard naming conventions, a solid technical architecture, etc. I'm trying to do that with the FO2 engine, but I might be convinced to focus on ianout as it gets more mature. Mapping tools are very key to making that a success though, and not very easy to write. In my opinion you must support the official mapper.
 
wow sounds good :)

see guys, I'm not the only one who thinks you should add text to speach support to IanOut :)

dude_obj, They said that they were sure how to add "text to speach" so maybe you could help em out?

I think once IanOut is finished it will be good, but for now we're kind of stuck to F2 engine :?
 
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