New Animation Codes ... Not :(

dude_obj

Vault Senior Citizen
Moderator
After I succeeded in adding new weapon calibers by editing the proto files, I thought maybe I could do the same to change the animation code (K-LASER, L-MINIGUN, M-ROCKET), and add a new one like N-CROSSBOW. I figured out that in a weapon proto, hex offset 3c stores the animation codes, and they are:

00 - None
01 - D-KNIFE
02 - E-CLUB
03 - F-2_HANDED_CLUB
04 - G-SPEAR
05 - H-PISTOL
06 - I-UZI
07 - J-RIFLE
08 - K-LASER
09 - L-MINIGUN
0A - M-ROCKET

So I changed that value to 0B and copied one of the existing animation sets to letter code N. I was hoping that it would just work, and if it did, that would mean I could edit the rifle frames and make them into crossbows.

Unfortunately, when I place a weapon configured to anim code 0B on the map, the player can't pick it up. Strangely it gives the message "you are at your maximum weight capacity" even though my inventory screen shows I am carrying 0 weight. And even if I wear power armor I still can't pick up the weapon.

My guess is that the code for loading the animation files is more complex than the code that associates ammo code with weapon. In that case, its just comparing two bytes ... if they match then the ammo is the right caliber. In the case of animation codes though, it would need to have code that builds the file name, or at least appends the animation code letter sequence (I, J, K, L, ...) to the base critter name (HMJMPS).

Damn. I want crossbows :(

EDIT: It should be possible to make new NPCs that use crossbows, by simple editing the rifle frames and drawing arcs on them. But then that character can't use rifles. And this can't be done for the player without giving up rifles. hee hee one idea though ... a certain armor type could magically turn rifle frames into crossbows.
 
I wonder.... Maybe if we can find these setting in the fallout2.exe? I'll take a look and see what I can see.

I find the possibility of adding new animations very interesting.

What I was thinking of testing a little while back would be using an unused animation suffix.

eg:
Pistol burst - HK
pistol continious (flamer pistol perhaps) - HL
smg continious - IL
Rifle continuous - IL
minigun single - LJ
minigun continious - LL
Rocket Burst - MK
Rocket continious - ML

I think the best one to use for a crossbow would be the minigun single shot option, we could edit the frames easy enough but it would still look like a minigun when walkign around the rest of the time, but it would be the correct firing type anyway.

Also for the record if the engine accepts these firing types I could easyly enough make animations for a burst pistol option, flame pistol/smg etc... maybe even a burst rocket animation. This can be done by copying the existing frames over again etc...
 
Wild_qwerty said:
What I was thinking of testing a little while back would be using an unused animation suffix.

eg:
Pistol burst - HK
pistol continious (flamer pistol perhaps) - HL
smg continious - IL
Rifle continuous - IL

Interesting idea. Testing 1,2,3 .... I copied HMJMPSJJ (rifle single fire) to HMJMPSJL (fire continuous). Went to the mapper and made a rifle that uses fire_continuous. It works!

But I really wish I could make a whole new animation code so the rifle could be changed to look like a crossbow when walking and firing.

Wild_qwerty said:
I think the best one to use for a crossbow would be the minigun single shot option, we could edit the frames easy enough but it would still look like a minigun when walkign around the rest of the time, but it would be the correct firing type anyway.

I think the rifle looks closest to a crossbow. If it had an arc on it it would be good enough. Miniguns look way too big when walking and standing. What do you mean by correct firing type? The rifle changed to JL works. It says "burst" on weapon slot but thats no big deal. And we already have projectiles figured out.

Wild_qwerty said:
Also for the record if the engine accepts these firing types I could oweasyly enough make animations for a burst pistol option, flame pistol/smg etc... maybe even a burst rocket animation. This can be done by copying the existing frames over again etc...

Yes I think all 3 are automatically supported:

J - fire_single
K - fire_burst
L - fire_continuous

The L works for rifle so it should work for others too. But what I really want is an NA, NB, .. NJ sequence for an entirely new weapon. Oh well my attempts to do that didn't work :( But your idea is a good one. Also, we could make some NPCs that change their rifles to crossbows. I think it would be wild to be attacked by a gang of enemies all with crossbows.
 
dude_obj said:
I think the rifle looks closest to a crossbow. If it had an arc on it it would be good enough. Miniguns look way too big when walking and standing. What do you mean by correct firing type? The rifle changed to JL works. It says "burst" on weapon slot but thats no big deal. And we already have projectiles figured out.

Isnt this what effects the damage spreed? For example the flammer uses fire continous and will hit all the hexes in that spread, likewise the burst option will also hit multiple hexes at the same time. So if we use the rifle fire continous wont the crossbow hit multiple people at the same time?

dude_obj said:
Yes I think all 3 are automatically supported:

J - fire_single
K - fire_burst
L - fire_continuous

Okay, I suspose for my new project I could make the missing FRMs for each of the hero armour types.

Also what about the melee weapons, could we for example make a H,I,J,K,L sequence for a spear set? Likewise could we make a 'F' or 'G' (melee attack suffixs) for a rifle, this would possibly allow for a bayonet attack on a rifle.

Anyway, looks like I have a new job to make some flamer pistol animation :)

*EDIT*
Check these new aniamtions out :)

hanpwrhlne4ji.gif
hanpwrhle4re.gif
hanpwrhlse1sy.gif

hanpwrhlsw7ks.gif
hanpwrhlw6eq.gif
hanpwrhlnw8pe.gif
 
Wild_qwerty said:
Isnt this what effects the damage spreed? For example the flammer uses fire continous and will hit all the hexes in that spread, likewise the burst option will also hit multiple hexes at the same time. So if we use the rifle fire continous wont the crossbow hit multiple people at the same time?.

Hmm I didn't think about that. Maybe only testing will tell. I know that if a weapon has fire_single and fire_burst, then Max Range 1 is single and Max Range 2 is burst (same idea for action points). But if the weapon only has burst, then Max Range 1 is for burst. I will try to do some testing on this.

But maybe a good start for crossbows would be to just make some NPCs that use them, replacing their rifles. For example, take the reaver armor and make a copy of it to a new name, then change all the J animations to crossbow.
 
Qwerty, that looks great dude. :ok:

BTW, have you tested it with a new animation code for fire continuous? Does it work? :puppy-dog:
 
Corpse said:
Qwerty, that looks great dude. :ok:

BTW, have you tested it with a new animation code for fire continuous? Does it work? :puppy-dog:

Cool! Yes, wild_qwerty sent me an advanced power armor new animation code HK (pistol, fire_continuous) FRM to test with the flamer pistol weapon. It works beautifully! Very cool wild_qwerty.

Before you go further on this though, I suggest that the flamer pistol should use the SMG set instead of pistol. If you look at the inventory image, it looks more like an SMG in size and shape.
 
Good suggestion dude, the SMG frame would look much better for the flame pistol.

Qwerty, any chance I could get a copy of the anims when they're finished?
 
No problem, once I have made a complete new set of flame pistols I will upload them to NMA.

Also I would in fact like to make a couple of other new attack types like this, but I need some suggestions for what are. I think I know a way I can make the rifle look like a crossbow for rifle continious sequence, I can have the bow fold out jsut before it shoots, it shoudl look okay.

Well, the more i think about it the SMG should look okay for this, but Im still not sure to be honest. Can anyone think of something else to do with the pistol if we use the SMG? Maybe a 'ray-gun' attack like in the old sci fi movies. You know the type that has a series of rings coming out of it.
 
Wild_qwerty said:
I think I know a way I can make the rifle look like a crossbow for rifle continious sequence, I can have the bow fold out jsut before it shoots, it should look okay.

Shouldn't the bow stay out for a crossbow? Then when walking it looks like a crossbow not rifle.

Wild_qwerty said:
Can anyone think of something else to do with the pistol if we use the SMG?

I can't think of many additonal attack types other than something like semi-automatic for the new pistols like beretta. These are set to "triple fire" in FoT. A burst mode for pistols doing 3 quick shots in sequence could allow this for the semi-automatics, but we'd need new audio.

What I really wish we could do is assign damage types and effects by ammunition type not weapon, but I think we're SOL on that.

Wild_qwerty said:
Maybe a 'ray-gun' attack like in the old sci fi movies. You know the type that has a series of rings coming out of it.

Can you make new projectiles for something like this?
 
I just thought ot something I could probably do. I can make a 'Gas Gun' or 'Spray Gun' Attack for the standard Pistol. This gun will shoot a white cloud (I know where I can get an animation for this from)

So far the following new weapons types are booked in for creation on the hero models

1) Pistol '3 shot Burst Attack'
2) Pistol 'Gas Continious Fire Attack'

3) SMG 'Flame Continious Fire Attack'

4) Rifle 'Crossbow Continious Fire Attack'

The Crossbow will be the hard to do out of the above as I will need to draw the first few images for this rather than jsut copy and paste an existing one onto the existing frames. Also the crossbow will still have to use the existing rifle walking animation, which is why I have sugested that the bow fold out of the rifle before taking the shot.

The following are still left to be decided apon, providing of course that I have time to do them all :)

5) Mini Gun 'single shot'
6) Mini gun 'Continious Fire'

7) Rocket 'Burst Attack'
8} Rocket 'Continous Fire'
 
Sounds very very cool.

I think I'm going to do a tangent here and make a version of all of these FoT weapons and ammo that will work with the original FO2 game. That way everyone has something new to use, and we can test out all of the ammo and weapons. It will be a long time before both this expansion platform is complete and people have built games out of it.

It would only take me a few days to convert what I already have to new proto numbers and get it set up for FO2. The only trouble is how do people get them: I'd have to modify the restocking scripts for some of the shops. That might take a bit longer, but probably not too bad.
 
Okay, I need a little help here guys. I need a steam or spray effect for all six orientations (or just the three of one side, I can then mirror the rest)

Psychosniper, you're good at pixel editing :) Even just recolouring the flames woudl probably work. They need to be either a white or a green colour. to look like either toxic waste spray or a gas.

5da0213qn.gif


I just thought of the perfect weapon for the 'mini gun continuios fire' attack method :) Though it would only need a very basic set of frames. so I will work on a complete set of new weapons and introduce them later, if they all work good I will make them for the rest of the hero models.

There is just one thing I need to know, does the weapon attack suffix (J,H,L) set what hexes the weapon impacts?
 
Which firing animations would you want edited Qwert ?


Ill do what I can, deffinatly a worthy idea, but Im rather busy, leaving for basic soon and all.
 
PsychoSniper said:
Which firing animations would you want edited Qwert ?


Ill do what I can, deffinatly a worthy idea, but Im rather busy, leaving for basic soon and all.

Doesnt matter to much I will ask one of MRs 3d guys to make something up. I really just need a special attack for the pistol other than flame, so I was thinking either a spray effect or a gas effect.

Are you joining the army?

Oh and here's an updated list:

HK - Pistol Three shot burst
HL - Pistol 'Sprayer', this attack will either spray some white gas or green gas (think toxic waste spray gun). Though I might need mad to render me up some spray aniamtions (only requires 3 to 5 frames per orientation) I can then paste the new effect onto the pistol
IL - This SMG attack will be the flame pistol
JL - This rifle image will be modified into a kind of crossbow luancher
LJ - Minigun Single shot (not sure if you want to use this or not?)
LL - Minigun image will be modified into a riot burst cannon (will fire a burst wave to know people over) and will use a wave effect projectile along with the knetic knockback effect like the super sledge but will hit multiple oponents at once. Low damage and short range though maybe.
MK - Rocket Burst, This will be a multi rocket luancher with a burst attack, shoudl be able to use the multirocket projectile from FO2 and may need a new rocket luancher inventory item.
ML - Rocket luancher special - Blunderbust cannon. Fires a burst or srapnel and rocks (or what ever is loaded) in a wide spread for short distance. This gun is a sholder mounted pipe cannon. Think of a giant shotgun :twisted:
 
Wild_qwerty said:
may need a new rocket luancher inventory item.

Done.


Wild_qwerty said:
Rocket luancher special - Blunderbust cannon. Fires a burst or srapnel and rocks (or what ever is loaded) in a wide spread for short distance. This gun is a sholder mounted pipe cannon. Think of a giant shotgun

I love the primitive/makeshift weapons, in fact I like them better than the futuristic scifi weapons like plasma. FoT actually did a nice job with all of those melee weapons and small guns. More "weapons made out of wasteland junk" would be great. Maybe armors too, some small changes (reskinning) of existing models could make them look meaner.

Holy crap we are going to have a lot of weapons. We already have:

20 energy weapons
20 heavy guns
13 SMGs
19 Rifles
8 Shotguns
17 Pistols
52 Melee weapons
14 Thrown weapons
 
Well the Sholder mounted 'Blunder Bust Cannon" could be made to look like a home made device. It could be a pipe with a handle strapped on and a firing system rigged up. It could run on home made ammo that is basicaly a powder charge with a collection of stones, rocks, glass, nails, bones, bits of steel cut up, ball bearings, old shell cassings etc... what ever is avaible would to do the job. It would be the only homemade heavy weapon around too.
 
That could proably be easily made, too, since you wouldnt need to change any characther FRMs, just make an item FRM.
 
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