Acouple of Weapon Animation Questions

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RadioTherapy





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Acouple of Weapon Animation Questions

Post by RadioTherapy »

Hello again.
In creating a weapon:
1) I'm making a weapon for which I would like the mouth (or however you would designate the point where the projectile is ejected) to open and close when triggered. Is this possible, and if so: How?
2) For said weapon, I would need to create a projectile that differs greatly from all the weapons customary to Halo. How can I create a custom projectile (A continuous laser, much like the sentinel beam)?

Thank you,
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Philly




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Post by Philly »

For number two, set the rate of fire on your weapon's trigger to 0. That makes a rate of fire high enough to look like a beam, though I don't think a real beam is possible.
For anybody still wondering where FTD has gone, here it is.
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Andrew_b




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Post by Andrew_b »

for 1. You would need to make a firing animation.

and 2. Just look at the sentinel beam's tag.
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Post by Matooba »

Answered very well phil & andrew.

heres the list of weapon animations i know of:

Note: (CtrlAltDestroy) JMA's have been changed to JMM because tool does generate data useless for first person animations when compiling JMA's. This information is called frame info, which is used for bipeds in walking, etc animations. (specifically, JMA generates dx and dy frame info). JMM, however, does not generate any frame info.

Name: First-Person Idle
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user does nothing.



Name: First-Person Posing
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user idles for a set about of time and "checks out" his weapon.



Name: First-Person Fire-1
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user fires the primary trigger.



Name: First-Person Moving
Animation Type: JMO (Overlay)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user moves. (Generic "sway" of the weapon.)



Name: First-Person Overlays
Animation Type: JMO (Overlay)
Frame Count: 9 [10 including 0]
Specific Frame Info: Frame 0 - Default Position
Frame 1 - Move Forwards
Frame 2 - Move Backwards
Frame 3 - Move Right
Frame 4 - Move Left
Frame 5 - Look Left
Frame 6 - Look Right
Frame 7 - Look Up
Frame 8 - Look Down
Frame 9 - Fully Automatic Firing

Description: How the weapon reacts to movement. For example, when you move forwards, the gun lags a bit backwards, when you move left, the gun lags a bit to the right, when you look up, the gun points a bit more up.



Name: First-Person Light-Off
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user turns off the flashlight (?)



Name: First-Person Light-On
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user turns on the flashlight (?)



Name: First-Person Reload-Empty
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user reloads when the magazine is empty (Zero Rounds)




Name: First-Person Reload-Full
Animation Type: JMM (Base)
Frame Count: : Any
Specific Frame Info: N/A

Description: When the user reloads when the magazine has one or more rounds in it.



Name: First-Person Overheated
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The ?default? animation when a weapon is overheated. Played after ?First-Person Overheating? and before ?First-Person O-H-Exit?.



Name: First-Person Ready
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is played when the user switches/brings out a weapon.



Name: First-Person Put-Away
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is played when the user puts away his weapon. (?)
Addendum: (via Polar_bear) This animation only plays, and stops on the last frame, when sitting in a passenger seat in which the user cannot fire their weapon from (iirc), like the pelicans on Hugeass.


Name: First-Person Overcharged
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is continuously played when the weapon is charged.



Name: First-Person Melee
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user melees his weapon.



Name: First-Person Fire-2
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user fires the secondary trigger.



Name: First-Person Overcharged-Jitter
Animation Type: JMO (Overlay)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is continuously played over ?First-Person Overcharged?.



Name: First-Person Throw-Grenade
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user throws a grenade.



Name: First-Person Ammunition
Animation Type: JMO (Overlay)
Frame Count: Magazine Capacity +1
Specific Frame Info: Frame 0 ? Default
Frame 1 ? Empty
Frame 2 ? One Round Left
Frame 3 ? Two Rounds Left
Frame 4 ? Three Rounds Left
?
Last Frame - Full

Description: Defines what the weapon will look like depending on how much ammunition is remaining in the weapon.



Name: First-Person Misfire-1
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user misfires the primary trigger.



Name: First-Person Misfire-2
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user misfires the secondary trigger.



Name: First-Person Throw-Overheated
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user throws a grenade while the weapon is overheated.



Name: First-Person Overheating
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The opening animation when the weapon overheats. Proceeded by ?First-Person Overheated?.



Name: First-Person Overheating-Again
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user switches to a gun that is currently overheated.



Name: First-Person Enter
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation played when the user enters the stage of reloading a weapon. Proceeded by ?First-Person Reload-Empty?.



Name: First-Person Exit-Empty
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was no rounds left in the magazine.



Name: First-Person Exit-Full
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was one or more rounds left in the magazine.



Name: First-Person O-H-Exit
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation played when the weapon has finished overheating. Preceded by ?First-Person Overheated?.



Name: First-Person O-H-S-Enter
Animation Type: JMM (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: (?)
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RadioTherapy





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Thanks, all!

Post by RadioTherapy »

Thanks for the answers, guys, but what area would I change to make the beam continuous? I know that Philly said change the weapon trigger rate to 0, but I can't find that field
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DeadHamster




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Post by DeadHamster »

Triggers, Rounds Per Second:

0 to 0.

That'll make a continuous shot, firing as fast as the trigger is pulled. If the trigger is automatic, it'll fire one immediatly after the other. Hence a beam if you have a beam bitmap for the projectiles contrail.


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Philly




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Post by Philly »

It really is that simple.
For anybody still wondering where FTD has gone, here it is.
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