People, I need a reminder. Wasn't there some Sfall change that allowed animated objects to stay animated even in combat? Or did I dreamed that?
maybe this one?People, I need a reminder. Wasn't there some Sfall change that allowed animated objects to stay animated even in combat? Or did I dreamed that?
> void reg_anim_combat_check
- allows to enable all reg_anim_* functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before "reg_anim_begin" - "reg_anim_end" block.
No idea. How do I use it? Feels like I forgot everything I know about Fo2 modding in the past 4 or so years.
sound := sfx_build_weapon_name(snd_weapon_attack, weapon_obj, hit_left_weapon_primary, attacker);
reg_anim_combat_check(0);
reg_anim_clear(attacker);
reg_anim_begin();
reg_anim_animate(attacker,ANIM_fire_burst, -1);
reg_anim_play_sfx(attacker, sound, 0);
reg_anim_end();
Nah, that's not what I mean. With animated objects in combat I mean stuff like the cloud object animation or alarm sirens and such stuff. Not critter animations.
/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#include "..\headers\define.h"
#define NAME SCRIPT_ANIMFVR
#include "..\headers\command.h"
procedure start;
procedure map_enter_p_proc;
procedure map_update_p_proc;
procedure start begin
end
procedure map_enter_p_proc begin
/*reg_anim_combat_check(0);
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate_forever(self_obj, ANIM_stand);
reg_anim_end();*/
reg_anim_combat_check(0);
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate_forever(self_obj, ANIM_stand);
reg_anim_end();
end
procedure map_update_p_proc begin
//if (combat_is_initialized == 0) then
// begin
reg_anim_combat_check(0);
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate_forever(self_obj, ANIM_stand);
reg_anim_end();
// end
end
Nope, doesn't work. As soon as I enter combat, the animation stops.
Some toying around:
Code:/* Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved. */ #include "..\headers\define.h" #define NAME SCRIPT_ANIMFVR #include "..\headers\command.h" procedure start; procedure map_enter_p_proc; procedure map_update_p_proc; procedure start begin end procedure map_enter_p_proc begin /*reg_anim_combat_check(0); reg_anim_clear(self_obj); reg_anim_begin(); reg_anim_animate_forever(self_obj, ANIM_stand); reg_anim_end();*/ reg_anim_combat_check(0); reg_anim_clear(self_obj); reg_anim_begin(); reg_anim_animate_forever(self_obj, ANIM_stand); reg_anim_end(); end procedure map_update_p_proc begin //if (combat_is_initialized == 0) then // begin reg_anim_combat_check(0); reg_anim_clear(self_obj); reg_anim_begin(); reg_anim_animate_forever(self_obj, ANIM_stand); reg_anim_end(); // end end
Still don't know how to reset the animation.![]()