1P Animations on PCOs
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|HBD|Bad_santa12345
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1P Animations on PCOs
A cool thing i discovered.
It allows 1p animatons with skinnedmesh properties to be used on basicaly any object. But only 1p because the animation triggering is 100% client sided so there can't be 3p reload animations unless someone discovers a way for sending client side commands from python.
I'm not very good at explaining how things work so i will just give you a link to a demo mod with this feature implemented to the stationary m249. I have commented the code as well as i could so it should be easy to reverse engineer. https://dl.dropbox.com/u/52873126/vehic ... s_demo.rar
It allows 1p animatons with skinnedmesh properties to be used on basicaly any object. But only 1p because the animation triggering is 100% client sided so there can't be 3p reload animations unless someone discovers a way for sending client side commands from python.
I'm not very good at explaining how things work so i will just give you a link to a demo mod with this feature implemented to the stationary m249. I have commented the code as well as i could so it should be easy to reverse engineer. https://dl.dropbox.com/u/52873126/vehic ... s_demo.rar
Last edited by |HBD|Bad_santa12345 on 2012-08-18 08:15, edited 1 time in total.
Reason: Fixed YouTube link.
Reason: Fixed YouTube link.
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Doc.Pock
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Re: 1P Animations on PCOs
this is nice. 'd love to have this in PR
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Chuc
- Retired PR Developer
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Re: 1P Animations on PCOs
Thanks so much BadSanta! We'll put this discovery to good use 
Is it possible also to have a 'deploy' animation where the player enters the PCO?
Is it possible also to have a 'deploy' animation where the player enters the PCO?
Last edited by Chuc on 2012-08-18 08:52, edited 1 time in total.
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|HBD|Bad_santa12345
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Re: 1P Animations on PCOs
Animation can be triggered when quiindex changes so yes it is. Anything that can be used as a variable for "hudBuilder.setNodeShowVariable/setnodeLogicshowVariable" can be used as an animation trigger. Cameras cannot be animated with this system so there won't be animations like open door and then enter vehicle.[R-DEV]Chuc wrote:Thanks so much BadSanta! We'll put this discovery to good use
Is it possible also to have a 'deploy' animation where the player enters the PCO?
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dodek96_pl
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Re: 1P Animations on PCOs
AWESOME!
If you think something is impossible, let someone who doesn't know that do it 
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Chuc
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Re: 1P Animations on PCOs
That's fine. So we can't have anything like animated camera shake or camera pans.
Having a look at it now, if you had the entire mesh in the skinnedmesh, and a placeholder in the bundlemesh, could you potentially also animate the weapon independent of the camera as well?
Also, how did you get the right-click ironsights to work? We've always done it by changing the chase-camera :S
Having a look at it now, if you had the entire mesh in the skinnedmesh, and a placeholder in the bundlemesh, could you potentially also animate the weapon independent of the camera as well?
Also, how did you get the right-click ironsights to work? We've always done it by changing the chase-camera :S
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Alek-say
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|HBD|Bad_santa12345
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Re: 1P Animations on PCOs
Two cameras addTemplated to the GenericFireArm or to the PCO and a togglecameracomp for the GenericFireArm.[R-DEV]Chuc wrote: Also, how did you get the right-click ironsights to work? We've always done it by changing the chase-camera :S
Code: Select all
ObjectTemplate.activeSafe GenericFireArm uslmg_m249saw_stationary
...
...
...
rem ---BeginComp:ToggleCameraComp ---
rem *** Using this way to zoomin causes a bug of allowing reloading while zoomed. ***
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.startCameraId 1001
ObjectTemplate.zoom.changeCameraId 1002
rem ---EndComp ---Code: Select all
ObjectTemplate.create Camera us_bipod_Camera_UnZoomed
...
...
...
ObjectTemplate.CameraId 1001
Code: Select all
ObjectTemplate.create Camera us_bipod_Camera_Zoomed
...
...
...
ObjectTemplate.CameraId 1002
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|HBD|Bad_santa12345
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Re: 1P Animations on PCOs
This system uses readbytefrommemory function. Problem is that i have not been able to find a static memory offset to the PrimaryAmmoString so i will have to find it manyally using tsearch each time i restart the game.Alek-say wrote:Also this:
I think that many of his works can be very helpful for PR.
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-=anders=-
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Re: 1P Animations on PCOs
now THIS is indeed good news!
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
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Alek-say
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Re: 1P Animations on PCOs
And so, it's impossible to fix this problem?|HBD|Bad_santa12345 wrote:This system uses readbytefrommemory function. Problem is that i have not been able to find a static memory offset to the PrimaryAmmoString so i will have to find it manyally using tsearch each time i restart the game.

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J.F.Leusch69
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Re: 1P Animations on PCOs
found this in Common.zip\Scripts\USJEP_HMMWV_1p_anims.con
if v_arg2 == enable
rem *** May have some side effects but it is the only way to prevent a bug of seeing the 1p hands of another player in 3p ***
renderer.minculldistance 2
elseif v_arg2 == disable
rem *** Revert back to default value. ***
renderer.minculldistance 80
endif
might it be fixable with using a different geometry for the hands than the soldier geometries, could also help with performance to only have a mesh with geom0
if v_arg2 == enable
rem *** May have some side effects but it is the only way to prevent a bug of seeing the 1p hands of another player in 3p ***
renderer.minculldistance 2
elseif v_arg2 == disable
rem *** Revert back to default value. ***
renderer.minculldistance 80
endif
might it be fixable with using a different geometry for the hands than the soldier geometries, could also help with performance to only have a mesh with geom0
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Arc_Shielder
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|HBD|Bad_santa12345
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Re: 1P Animations on PCOs
No it doesn't matter if the mesh has geom1 or not because animatedBundle will always use geom0. The bug i am talking about is sort of shown in this video http://www.youtube.com/watch?v=NpsSfhV8hqk It is that you see the actual 1p hands from 3p. Changing the minculldistance hides the hands if they are farther than 2 meters from you and it is practically impossible to have two vehicles that close to each other so the bug is fixed. It may cause some other small objects to be culled out at very low distances too.[R-DEV]J.F.Leusch69 wrote:found this in Common.zip\Scripts\USJEP_HMMWV_1p_anims.con
if v_arg2 == enable
rem *** May have some side effects but it is the only way to prevent a bug of seeing the 1p hands of another player in 3p ***
renderer.minculldistance 2
elseif v_arg2 == disable
rem *** Revert back to default value. ***
renderer.minculldistance 80
endif
might it be fixable with using a different geometry for the hands than the soldier geometries, could also help with performance to only have a mesh with geom0
Last edited by |HBD|Bad_santa12345 on 2012-08-18 14:37, edited 2 times in total.
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|HBD|Bad_santa12345
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Re: 1P Animations on PCOs
Someone with experience in memory/assembly hacks might be able to solve the problem but I am not.Alek-say wrote:And so, it's impossible to fix this problem?
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Nemes1s
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Re: 1P Animations on PCOs
I'll take a look at it when I have time|HBD|Bad_santa12345 wrote:Someone with experience in memory/assembly hacks might be able to solve the problem but I am not.

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|HBD|Bad_santa12345
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- Joined: 2011-11-30 11:35
Re: 1P Animations on PCOs
Actually i did some testing and came up with something that works pretty well for determening the exact ammount of bullets you have in your mag without reading the info directly from memory. Reading it from memory would always be better and more reliable though.Nemes1s wrote:I'll take a look at it when I have time![]()
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Navo
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Re: 1P Animations on PCOs
AND 1.0 IS DELAYED ONCE AGAIN
Awesome work man, I like how you discover features that were thought to be hardcoded for ages.
Does this also work on boats and such?
*edit*
Accidently a word
Awesome work man, I like how you discover features that were thought to be hardcoded for ages.
Does this also work on boats and such?
*edit*
Accidently a word
Last edited by Navo on 2012-08-20 09:42, edited 3 times in total.
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richyrich55
- Posts: 332
- Joined: 2007-07-18 16:04
Re: 1P Animations on PCOs
This so much!Navo wrote:AND 1.0 IS DELAYED ONCE AGAIN
Impressive work, Santa!
"What's the advantage of these choppers when compared to a squad medic?"
Pirate
"Medics dont have rotors."
rampo93(FIN)
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Arab
- PR:BF2 Developer
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Re: 1P Animations on PCOs
Seconded! PR 1.0 + this = Win!richyrich55 wrote:This so much!
Impressive work, Santa!
Really Awesome, Fantastic, Beautiful, Great work Santa!



