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InsideQC Forums • View topic - player shoot and running question

player shoot and running question

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player shoot and running question

Postby drm_wayne » Wed Apr 09, 2014 4:19 pm

Hey,

Im currently looking for an simple way to make the playermodel able to handle 2 different animations:
When the player doesnt move he should play the "stand and shoot" animations, and when moving the
"run and shoot" animations..

Im using the "SetClientFrame" function from scratch qc..
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Re: player shoot and running question

Postby Spike » Wed Apr 09, 2014 4:38 pm

if you want to do it properly, you'll need to use FTE_CSQC_SKELETONOBJECTS and a skeletal model. this should also allow you to twist the spine, play different parts at different speeds, and should allow foot syncing if done properly.
Simple use of it still requires having a copy of the player in csqc.
if you don't do it properly, you'll probably end up resetting the run animation while shooting. The alternative is to make numrunframes*numshootframes frames in order to switch between them properly. Its just messy.
.
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Re: player shoot and running question

Postby drm_wayne » Wed Apr 09, 2014 5:37 pm

regular MDL and NetQuake (FitzQuake), no FTE and Darkplaces stuff...
It has been done before in a Quakemod, but i forgot the name...
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Re: player shoot and running question

Postby Cobalt » Thu Apr 10, 2014 3:27 am

Are there real run n shoot animations in the stock player model? Last time I looked, the only one with the right footwork frames was the axe. The other weapons dont move the feet at all when moving and attacking....
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Re: player shoot and running question

Postby drm_wayne » Thu Apr 10, 2014 2:20 pm

i want it for my own playermodel...
too bad nobody can help :/
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Re: player shoot and running question

Postby Spike » Thu Apr 10, 2014 3:11 pm

instead of the curent way of animating, call some other function that works out which frame to use based upon whether you're running (or not) and when you started shooting (or stopped).

or make two entities for the player, a bit like quake3. have the legs entity animate independantly based upon the player's speed, but be sure to update its origin to match the main/upper player model within playerpostthink. no framecount explosion then. when the torso is idle, it can use the same frame as the legs and switch to its own animation when not idle (you might want to animate the legs in playerprethink so that its done before the player/torso's think, but be sure to do the setorigin within playerpostthink - this location is mandatory or it will get disjointed or laggy).
.
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Re: player shoot and running question

Postby drm_wayne » Thu Apr 10, 2014 3:24 pm

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Re: player shoot and running question

Postby frag.machine » Thu Apr 10, 2014 9:35 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: player shoot and running question

Postby Spike » Thu Apr 10, 2014 10:59 pm

he said 'no FTE and Darkplaces stuff'
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Re: player shoot and running question

Postby frag.machine » Fri Apr 11, 2014 2:02 am

https://www.youtube.com/watch?v=Uq-jIj058FU

No MOVETYPE_FOLLOW. No vwep or attacks besides the kick, though
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: player shoot and running question

Postby drm_wayne » Fri Apr 11, 2014 5:49 am

issue fixed...
re-wrote the entire way to handle playerframes..
Quakes original qc is just shit :lol:
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Re: player shoot and running question

Postby leileilol » Fri Apr 11, 2014 11:52 pm

to be fair you are trying to beat a rushed 1996 game to do new things, this is something that isn't even possible in any modern doom port ever. Even Unreal had a similar thing with a run-while-shooting animation as well as aiming up/down variations.
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Re: player shoot and running question

Postby drm_wayne » Sat Apr 12, 2014 6:12 pm

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