New Fallout 2 animations (sniper, wakizashi, etc)

Should the player use one or two hands when thrusting with the sword?


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Oh man, I'd love this in FOnline. If you did the female animations, and maybe some others, try and persuade Lexx to include them. That'd be so awesome.

... I always wanted there to be animations for the other characters too, so we could use more than the default vault hero model, but that's a pipe dream. Lexx, make it happen!
 
If he can finish the other animations, I don't see a problem in this. :)
 
Lexx said:
If he can finish the other animations, I don't see a problem in this. :)

Really? Do you reckon you could include the new sniper rifle animation, too? That was finished for all armours, right? Sorry for the thread hijack.
 
Yes, we already thought about adding the sniper rifle animations. But not all animations are done, so we couldn't.
 
Lexx said:
If he can finish the other animations, I don't see a problem in this. :)

I'd say it's rather unlikely i'll finish those female sniper animations TBH. I'll give FO online a try at the next beta test, and see if it inspires me to finish them.

The smoking animations are more likely to get done for the female, as they've been pretty quick and easy. I'll post progress (if any) in this thread.

The male smoking animations are done and dusted in all armours except APA:







That's some of the PA set.

Here's the FRM's for anyone who can make use of them:

http://www.mediafire.com/?sharekey=d7b60903980039065a3d773badf21430e04e75f6e8ebb871

They will likely appear in the RP 1.3 or 1.4 and the next version of the MM.

Enjoy!
 
:( I can't see the animations, when I look at it, it just shows a piece of paper with a squiggle drawn through it. Do you know what is happening?
 
Ok, so i've finally updated the Sniper and Wakizashi animations. I originally used the 'mirror trick' to speed up the process but it caused major offset problems. So i decided to ditch the 'mirror trick' orientations, bite the bullet and just do them the old fashioned way ...

Here's a few samples -

Waki:







http://www.megaupload.com/?d=29BFF5PV

Sniper:







http://www.megaupload.com/?d=2WXR8ZNJ

To use these new FRM's you'll need:

a) Sfall by Timeslip
b) F2Wedit by Cubik to change the animation code in the weapon protos
c) New SFX (earlier on this thread) & regsnd by TeamX.

The process to get these new animations working is described earlier in this thread, But TBH it'd be alot easier to wait for the next version of the RP (1.3) or the MM (2.35) in which they should appear.
 
maybe you should release for all non modders a public pack? Or you will implated it direct to the RP?



btw. this i say for all critter modders and thoso who will became. D o not use Mirror. It saves your time BUT it loos really not good. For ex, i really love your work with the npc mod josan. I really do. But the metal gyu is not very accurate. So i will make them new. And hope you can nad will use the new (better) frms to update the npc mod to (for cassidy) Maybe its just me, but when you have NPC MOd you not offen look on deteils on your NPCs but when you have the "skin_" on your selfe i think you more DO! Hope you understand druring my crappy english what i am trying tio say.

So or so, the new animations are jsut amazing. Are they for ALL armors? Cause then we should do, also for blacky, baldy and hairy! :lol: And this ryu headbound is just funny. :clap:
 
Mr.Wolna said:
(...) Are they for ALL armors? Cause then we should do, also for blacky, baldy and hairy! :lol: (...)

Yes, we should... :crazy: ...if it's alright to you, Josan, i'll take the wakizashi. :)
 
I'd really like to add these in v2.0 of F2WR. I get how to edit the protos, but what exactly would I have to do with sfall to let the game handle more weapon animations?
 
x'il said:
Mr.Wolna said:
(...) Are they for ALL armors? Cause then we should do, also for blacky, baldy and hairy! :lol: (...)

Yes, we should... :crazy: ...if it's alright to you, Josan, i'll take the wakizashi. :)

Sure thing ... but i think we should leave them until last - after all, these new animations are entirely optional and the orginal animations work just fine. If we can get round to doing them then great, but i would say we have quite enough weapon animations to make already! :crazy:

Magnus said:
I'd really like to add these in v2.0 of F2WR. I get how to edit the protos, but what exactly would I have to do with sfall to let the game handle more weapon animations?

You don't have to do anything with sfall - Timeslip graciously enabled the engine to use animation codes Q, S and O. You simply need to turn the function on in the sfall config and then edit the protos to use the appropriate code.
If you look back a few pages in this thread (page 11) there are also instructions how add the new SFX.

@ all: YES - these animations should appear in the next version of the RP and MM. So it might be easier just to wait until their release...
 
@Josan

You right bro, i mean AFTER we did the current stuff. At the end wi will se. First we shoudl as you say finish the regular staff the we will say. But the animation are really nice. VERY ghood job... as always on critters editing ;) :clap:
 
Josan12 said:
I need to ask for some general scripting help for the cigs.

1) I've created the new cigarette item using Cubik's F2Wedit. The pro number is 532. No problem.
I also put the new PID number and name in the item.h file (not sure if i need to do that but i did it anyway)

When i try to reference the new PID (PID_CIGS or 532) in this part of my script:

Code:
      if (temp < 20) then begin 
           rm_obj_from_inven(self_obj, 532);
           destroy_object(532);
              end

the game crashes when it tries to call the new item PID.

Am i missing something? Is there some way you need to register a new PID i've missed?

2) Does anyone know what code to add to stop the idle animation interrupting the animation being played by the script?
script_overrides and reg_anim_clear don't seem to do the job

3) Can anyone think of a good way to give an item 10 uses? Unfortuanately, drugs are always single use so thats out.

I don't know if you still have the problem, but here's the answer:
the function rm_obj_from_inven needs to be put in another variable. So you need to write:

Code:
variable trash;
trash:=rm_obj_from_inven(dude_obj,532);
destroy_object(trash);

If not, there's a handy command:

Code:
remove_pid_qty(dude_obj,PID_CIGS,1)

Remember NOT to put a ";" sign at the end.

If you want to put the appropriate code in the obj_dude script, here is my proposal:

Code:
procedure use_obj_on_p_proc begin
   variable item;
   item:=obj_being_used_with;
   
   if (obj_pid(item) == PID_CIGS) then begin
      script_overrides; 
      if (obj_is_carrying_obj_pid(self_obj,PID_LIGHTER) > 0) then begin
         if (local_var(LVAR_Cigarettes_remaining) == 0) then begin
            set_local_var(LVAR_Cigarettes_remaining,10);
            display_msg("You open a new pack of Commies.");
         end
         
         dec_local_var(LVAR_Cigarettes_remaining);
         if (local_var(LVAR_Cigarettes_remaining) == 0) then begin
            remove_pid_qty(self_obj,PID_CIGS,1)
         end
         inc_local_var(LVAR_Total_Cigarettes_Smoked);
         
         reg_anim_clear(self_obj);
         reg_anim_begin();
            reg_anim_animate(self_obj,ANIM_jump_begin,-1);
         reg_anim_end();
         play_sfx("smoke");
         display_msg("You smoke another Commie.");

         if ((local_var(LVAR_Total_Cigarettes_Smoked) == 50) and (global_var(GVAR_REPUTATION_SMOKER) == 0)) then begin
            set_global_var(GVAR_REPUTATION_SMOKER,1);
            display_msg("You get a funny feeling you couldn't just quit smoking now. 'Commies' have become your obsession...");
         end
      end
      else begin
         display_msg("You don't have the lighter.");
         float_msg(self_obj,"Damn!",FLOAT_MSG_RED);
      end
   end
end

What it does:

* If dude carries the lighter, it plays the animation and the sound, checks the number of cigarettes remaining and whether dude got the Smoker rep or not.
* If dude smoked the last cigarette from the pack, it removes the item.
* If dude doesn't have a lighter, it displays an appropriate message.

What it needs/assumes:

* You need to declare two local variables in the obj_dude script: LVAR_Cigarettes_remaining and LVAR_Total_Cigarettes_Smoked.
* You need to create a global variable for the smoker reputation.
* The Cigarettes item needs to be a misc item.
* I assumed the PID is PID_CIGS (I think I saw it somewhere in this thread), and the name of the sound: 'smoke'.
* I also assumed the smoking animation is the jump_begin animation. (You mentioned something about that, IIRC)

***

I haven't tested it, so there may be some bugs. I'm not entirely sure if the animation would be played, if not, let me know, I'll correct it.
 
Here's the 1.1 updated smoking animations for any and all who are interested. As usual, they have already been included in the RP and the MM.

hmjmpsac0.gif
...
hmlthrac4.gif
...
hmmaxxac5.gif
...
hmmetlac3.gif
...
hapowrac0.gif
...
harobeac1.gif
...
hmcmbtac2.gif


Download here

And the wiki page can be found here

I also have inventory images, SFX, and the 'Smoker' Karma title and these can be found in the Wiki Art repository or you can just pull them from the RP or MM.
 
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