Cerez Posted September 8, 2015 Posted September 8, 2015 Here's a vehicle expert question: Is there any way to make a vehicle use a different animation than the default bike-style sitting animation for the rider -- for example, standing -- without changing/overriding the default game's animations? Inyri made a hoverboard vehicle a while back, but she also used an overwrite for the default bike-sit animation. Is it possible not to do that, and achieve some result with a vehicle?
mrwonko Posted September 8, 2015 Posted September 8, 2015 .veh files simply have a riderAnim setting, which uses BOTH_VS_IDLE for the swoop, but I don't think there's any problem with simply entering a different animation there.
Cerez Posted September 8, 2015 Author Posted September 8, 2015 .veh files simply have a riderAnim setting, which uses BOTH_VS_IDLE for the swoop, but I don't think there's any problem with simply entering a different animation there. Thanks. I did notice that, and I've tried changing it, but ultimately it doesn't seem to make a difference. The game insists on using BOTH_VS_IDLE no matter what value is put into riderAnim...
Solution Ramikad Posted September 8, 2015 Solution Posted September 8, 2015 I recall Minilogoguy also having troubles with rider animations for his AT-RT. http://jkhub.org/topic/1227-rideranim-not-working/ Apparently it's hardcoded. Cerez likes this
Cerez Posted September 8, 2015 Author Posted September 8, 2015 Apparently it's hardcoded. Yep, this seems to be the case. Neither changing riderAnim, nor editing the frame number in the model's animation.cfg seems to work. The only thing that works is an overwrite of the game's _humanoid animation.cfg, as Inyri has done.
Archangel35757 Posted September 8, 2015 Posted September 8, 2015 I recall Minilogoguy also having troubles with rider animations for his AT-RT. http://jkhub.org/topic/1227-rideranim-not-working/ Apparently it's hardcoded.@@mrwonko, @@Raz0r et al: Was this hard-coded rider animation added to OpenJK issues list? If not, ...it should be.
mrwonko Posted September 8, 2015 Posted September 8, 2015 @@mrwonko, @@Raz0r et al: Was this hard-coded rider animation added to OpenJK issues list? If not, ...it should be.Why don't you check and if not add it? I don't know.
Cerez Posted September 8, 2015 Author Posted September 8, 2015 It would be good to fix it in OpenJK, but unfortunately that doesn't help vehicle design in the grand scale, since the custom vehicle rider animations will still be broken in the retail versions of the game.
Archangel35757 Posted September 8, 2015 Posted September 8, 2015 It would be good to fix it in OpenJK, but unfortunately that doesn't help vehicle design in the grand scale, since the custom vehicle rider animations will still be broken in the retail versions of the game.Perhaps the coders (@@Raz0r) would know if it's possible to compile a code patch for the legacy retail version?
mrwonko Posted September 8, 2015 Posted September 8, 2015 OpenJK *is* a patch for the legacy retail version. We'll soon(ish) have a special format for OpenJK-exclusive mods, so anybody trying to use it will know they need OpenJK. Cerez likes this
Archangel35757 Posted September 8, 2015 Posted September 8, 2015 I created a new issue for this on github OpenJK site. mrwonko and Cerez like this
Cerez Posted September 9, 2015 Author Posted September 9, 2015 We'll soon(ish) have a special format for OpenJK-exclusive mods, so anybody trying to use it will know they need OpenJK. Hmm... Actually, I do approve of this. We can't stay chained by the limits of the retail game's code forever. But we'll need to work out an easy installation method that works like a patch for the retail game for less tech savvy people. A setup wizard that works reliably for all releases of JKA. mrwonko likes this
Raz0r Posted September 9, 2015 Posted September 9, 2015 Yeah, at 1.0 eezstreet, Cerez and mrwonko like this
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