Set_Animation(params); [message #441417] |
Mon, 13 December 2010 03:30 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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When you force a player to perform an animation (such as the taunts in SSGM) you put them into a different state; They take no damage and cannot use their weapons or indeed move (control of the player is temporarily lost until the animation is finished).
Is there any way to stop them from entering that state, or remove the effects of that state while still playing the animation?
I do not care if the only way to accomplish this is a hack. I am just curious if it can be done, and if so, then how it can be done.
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Re: Set_Animation(params); [message #441418 is a reply to message #441417] |
Mon, 13 December 2010 04:08 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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Look around for something to set the Human State parameter of the infantry unit, it might be something to do with that. Although, if it is, then changing it back might halt the animation anyway.
One (EXREMELY HACKY) solution if you can't find anything else that works would be to make the infantry unit invisible, spawn a COPY of the infantry unit, disable the copys collision settings, attach it to the original infantry unit (so they move together) and run the animation on that copy instead, and once the animation completes delete the copy and set the original infantry back to visible.
Yes, it would be an incredibly ugly and dirty hack, but it should get the job done (the invisible original infantry would still take damage, although the collision meshes would not line up perfectly with the mesh positions of the animated one... shooting for the body in this instance would work well)
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