Hello all! It's Seeded[USAF] again here to bring you something so awesome,
you'll wet your pants! Well, maybe not... Anyway, check these out! For all you
SP mappers here this is the text to be reading because it can really help juice
up your map. All of these are animscripts to use to make dramatic scenes, much
like the animscript that makes the actors jump over the walls on a map. To use
these, simply use the key "animscript" and the value as one of the ones listed
- Makes the character climb a 48 unit fencejump_across_72
Makes the character do a lateral jump of 72 units.jump_down_56
the character jump down off a ledge. Designed for 56 units but should work for
44-70 or so.jump_down_96
- Makes the character jump down off a ledge.
Designed for 96 units but should work for 70-110 or
- Makes the character dive over a high wall.
Designed for getting bad guys into levels - it looks bad from the back due to no
actual climbing wall animation.ladder_down
- Climbs down a ladder of any
height by using a looping animation, and gets off at the
- Climbs a ladder of any height by using a looping
animation, and gets off at the top.stairs_down
- Climbs down stairs of
any height by using a looping animation.stairs_up
- Climbs stairs of any
height by using a looping animation, and gets off at the top.step_down
Makes the character step down off a ledge. Currently the ledge is assumed to be
- Makes the character step up onto a ledge. Currently
the ledge is assumed to be 36 units.wall_dive
- Makes the character dive
over a low wallwindow
- Makes the character climb through a window with
a 36 unit high lower edge.
Now, in order to use these properly, you need to do the following:
First: Create your actors where they need to be.
Second: Create your
nodes and pathnodes to their destination using the most direct
Third: Create a negotiation_begin node where the animation would
Fourth: Open the entity editor and in the key enter "animscript"
and value whatever animation you want.
Fifth: Create a negotiation_end
node where the animation should stop and link these two nodes.DO NOT
link your primary nodes to the negotiation nodes. The game will
take care of it! When the actor comes about the obstacle and the
negotiation_begin it will go ahead and execute.HINTS AND TIPS:
Make sure you use the key "angles" and the value " x y z" (example 0 270 0) to
point in the direction they should execute the animation.
Don't hug the
ground with these all the time. If you want to jump over a wall, place the
negotiations higher up than normal.
For better results, check the spawer
box on the enemy actors. This will tell the game to only spawn them with the
trigger or whatnot.
Hope this helps somebody here! Peace!