Author Topic: Crawling  (Read 644 times)

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tFighterPilot

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Crawling
« on: February 13, 2010, 01:33:08 PM »
Is closer than ever?

http://www.youtube.com/watch?v=Yd5-oMQLgc4

Code: [Select]
common_crawl_change= (0, 0, 0,
[
  (neg|conversation_screen_is_active),
  (key_clicked, key_z),
],
[
  (get_player_agent_no, ":ag"),
  (try_begin),
    (eq, "$crawling", 1),
    (assign, "$crawling", 0),
  (else_try),
    (assign, "$crawling", 1),
  (try_end),
])

common_crawling_set=(0, 0, 0,
[
  (assign, "$crawlfor", 0),
  (neg|conversation_screen_is_active),
  (game_key_is_down, gk_move_forward),
  (eq, "$crawling", 1),
],
[(assign, "$crawlfor", 1),])

common_crawling=(0, 0, 0,
[(eq, "$crawl_ani_on", 1, 1),],
[
  (get_player_agent_no, ":ag"),
  (agent_get_position, pos12, ":ag"),
  (agent_get_look_position, pos13, ":ag"),
  (position_get_rotation_around_z, ":rotag", pos13),
  (assign, ":spdx", 0.0),
  (assign, ":spdy", 0.0),
  (store_sin, ":spdx", ":rotag"),
  (store_cos, ":spdy", ":rotag"),
  (val_div, ":spdx", 100),
  (val_div, ":spdy", 100),
  (position_move_y, pos12, ":spdy"),
  (position_move_x, pos12, ":spdx"),
  (agent_set_position, ":ag", pos12),
])

common_anicrawl=(1, 0, 0, [],
[
  (get_player_agent_no, ":ag"),
  (assign, "$crawl_ani_on", 0),
  (try_begin),
    (eq, "$crawlfor", 1),
    (agent_set_animation, ":ag", "anim_crawling_forward"),
    (assign, "$crawl_ani_on", 1),
  (else_try),
    (eq, "$crawling", 1),
    (agent_set_animation, ":ag", "anim_crawling_still"),
  (try_end),
])

Owane

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Re: Crawling
« Reply #1 on: February 13, 2010, 01:36:35 PM »
yeah good job, now is there a way to make the player somewhat invisible to the AI when crawling ?? it could be used in some spying quests.

GetAssista

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Re: Crawling
« Reply #2 on: February 13, 2010, 01:47:39 PM »
Good job,  tFighterPilot!

A bit more script using agent_get_look_position (or camera position or whatnot) , and you can make him change direction of crawl while still down, I'm sure.

yeah good job, now is there a way to make the player somewhat invisible to the AI when crawling ??

Yes, you can spawn enemies as peaceful units and check via triggers if they notice the player or not. Notice = a bunch of conditions including direction of look, pplayer crawling etc. When notice, enemies are scripted to change team to hostile. Voila

Owane

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Re: Crawling
« Reply #3 on: February 13, 2010, 01:49:15 PM »
yes I can smell a splinter cell  mod coming.

Rath0s

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Re: Crawling
« Reply #4 on: February 13, 2010, 01:59:14 PM »
Cool, but you should maybe tweak the feets movements, it looks like he is doing the grass.  :P

tFighterPilot

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Re: Crawling
« Reply #5 on: February 13, 2010, 02:07:47 PM »
Cool, but you should maybe tweak the feets movements, it looks like he is doing the grass.  :P
Have you ever been in the army, son?  :twisted:

Quote
A bit more script using agent_get_look_position (or camera position or whatnot) , and you can make him change direction of crawl while still down, I'm sure.
When you crawl you can't just rotate all over the place. I could do it the same as when riding a horse.

GetAssista

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Re: Crawling
« Reply #6 on: February 13, 2010, 02:11:57 PM »
When you crawl you can't just rotate all over the place. I could do it the same as when riding a horse.

Well, right. Couple more triggers with left- and right-movement keys slowly turning you (while playing an anim) would be a better solution.

Cool, but you should maybe tweak the feets movements, it looks like he is doing the grass.  :P
Have you ever been in the army, son?  :twisted:
Have you ever been in the army, son, crawling in a medieval plate armor?  :mrgreen:

Kolba

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Re: Crawling
« Reply #7 on: February 14, 2010, 10:10:47 AM »
Great work! Is this possible to make the player invisible to enemies, when crawling?

Owane

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Re: Crawling
« Reply #8 on: February 14, 2010, 10:49:47 AM »
Great work! Is this possible to make the player invisible to enemies, when crawling?


yeah good job, now is there a way to make the player somewhat invisible to the AI when crawling ??

Yes, you can spawn enemies as peaceful units and check via triggers if they notice the player or not. Notice = a bunch of conditions including direction of look, pplayer crawling etc. When notice, enemies are scripted to change team to hostile. Voila

tFighterPilot

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Re: Crawling
« Reply #9 on: February 14, 2010, 12:51:46 PM »
Great work! Is this possible to make the player invisible to enemies, when crawling?
Enemies are AI, they can't see.

Zimke Zlovoljni

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Re: Crawling
« Reply #10 on: May 31, 2010, 04:17:58 AM »
One question if I may ask. Where do you put this code, at the end of module_animations or under some specific line?
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Lord Leoric of Wercheg

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Re: Crawling
« Reply #11 on: May 31, 2010, 04:21:58 AM »
Critical question: Does this work in MnB, Warband or Both?
You willingly live in Japan, your opinion is invaid.

You can't spell, your opinion also is invalid.
Don't like it? Suck my dick. Like it? Suck my dick. So-so? Harder!

Psiphoon

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Re: Crawling
« Reply #12 on: June 01, 2010, 02:08:07 AM »
Well this is cool. Where do I put it to test it out? Also, you will want to increase the blend-in for the crawl animation in module_animations so he doesn't snap down so suddenly.

mr.master

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Re: Crawling
« Reply #13 on: June 01, 2010, 06:06:01 AM »
Well this is cool. Where do I put it to test it out? Also, you will want to increase the blend-in for the crawl animation in module_animations so he doesn't snap down so suddenly.
Yep. Id to add this to multiplayer. Just tell me where to put this code first  :P

Ibanez

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Re: Crawling
« Reply #14 on: June 01, 2010, 06:59:45 AM »
good work

A RTS Mod Is In Progress Don't Steal My Idea Please:D
An Open-Source Rain Effects Thingy Is In Progress Too^^