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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Character animation set up?
auzt1n06
General Member
Since: Jul 22, 2006
Posts: 12
Last: Dec 20, 2006
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Level 1
Category: CoD2 Scripting
Posted: Wednesday, Dec. 20, 2006 02:02 am
I was wondering how do you get a AI to stand there and talk to you and do all the animations of waving there arms and there lips are moving and all that good stuff??
But when I look through the scripts I can't figure out how to implement them into the game via radiant. Like what do you have to script and how to link that to what you do in radiant.

Setting up the Character and all the triggers and origins, where do you place the and what to right in there info. Then how do you link that to the script, is pretty much what I am asking. And What to right in the script??

I am asking alot but all the little tid bits from the tutorials don't explain any of this in detail.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Dec. 20, 2006 04:28 am
There are some good tuts out there, I think Hercules made one on basic AI talking.

You really don't need triggers and origins to do animations, they just provide time markers on when to start animations and where. There are tutorials on both, there's really not a whole lot to learn there.

As for animations... your AI needs a enty.anim name given through the script. And you also need a extra GSC file called yourmapname_anim which stores the animation calls and what to call. They usually look/have:
level.type_of_animation[animation_call_name][ai_anim_name] = animation

And just look for the animation call name in a script to find out how to execute an animation, there are a couple various ways/functions to do/use.
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