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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: how to make an actor execute an anim
infinet
General Member
Since: Feb 4, 2008
Posts: 208
Last: Jan 23, 2013
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Thursday, Mar. 5, 2009 06:31 pm
RollinHard writes...
Quote:
-you have to define the needed "generic" animations in your mymap_anim.gsc...look at page 1 of this topic[read]


Perfect, thanks. Forgot I overlooked that , so I can now get past the error and into the map.

my updated anim gsc:

Code:

#include maps\_utility;

#include common_scripts\utility;

#include maps\_anim;

#using_animtree ("generic_human");

main()
{

	
	// Main characters
	level.scr_anim[ "generic" ][ "vip" ][0]					= %death_sitting_pose_v2;
	level.scr_anim[ "generic" ][ "idle" ][0]				= %blackout_vip_cower_idle;
	level.scr_anim[ "generic" ][ "with_him" ][0] 				= %patrolstand_idle;
	level.scr_anim[ "generic" ][ "with_him_other_guy" ][0] 			= %patrolstand_idle;

	level.scr_anim[ "generic" ][ "patrol_walk" ]				= %patrol_bored_patrolwalk;
	level.scr_anim[ "generic" ][ "patrol_walk_twitch" ]			= %patrol_bored_patrolwalk_twitch;
	level.scr_anim[ "generic" ][ "patrol_stop" ]				= %patrol_bored_walk_2_bored;
	level.scr_anim[ "generic" ][ "patrol_start" ]				= %patrol_bored_2_walk;
	level.scr_anim[ "generic" ][ "patrol_turn180" ]				= %patrol_bored_2_walk_180turn;
	
	level.scr_anim[ "generic" ][ "patrol_idle_1" ]				= %patrol_bored_idle;
	level.scr_anim[ "generic" ][ "patrol_idle_2" ]				= %patrol_bored_idle_smoke;
	level.scr_anim[ "generic" ][ "patrol_idle_3" ]				= %patrol_bored_idle_cellphone;
	level.scr_anim[ "generic" ][ "patrol_idle_4" ]				= %patrol_bored_twitch_bug;
	level.scr_anim[ "generic" ][ "patrol_idle_5" ]				= %patrol_bored_twitch_checkphone;
	level.scr_anim[ "generic" ][ "patrol_idle_6" ]				= %patrol_bored_twitch_stretch;
	
	level.scr_anim[ "generic" ][ "patrol_idle_smoke" ]			= %patrol_bored_idle_smoke;
	level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ]			= %patrol_bored_twitch_checkphone;
	level.scr_anim[ "generic" ][ "patrol_idle_stretch" ]			= %patrol_bored_twitch_stretch;
	level.scr_anim[ "generic" ][ "patrol_idle_phone" ]			= %patrol_bored_idle_cellphone;
		
}


But the guy isn't moving. He just stands there with his AK47 drawn. I don't really want that. I want him to patrol with maybe his weapon not drawn or at his side. Right now he's alerted and on guard, even when he hasn't seen me or heard a shot fired. i tested this section of the map and even put a no sight clip in front of my spawn.

edited on Mar. 5, 2009 01:39 pm by infinet
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