Ham_Killed superceded - force death animation
I'm hooking Ham_Killed and returning HAM_SUPERCEDE and I noticed that the animation is frozen.
If I force EV_INT_sequence on the player, sometimes it's just fast-forwarded to the final frame, sometimes it's fast forwarded to half-frames and freezes in mid-air. I tried EV_FL_framerate, then EV_FL_frame, later on I tried EV_FL_animtime, and they just weirded things more... So, how should I "play" a death animation cancelling all other influences ? |
Re: Ham_Killed superceded - force death animation
You are trying to block a death yet the player has zero health and therefore puts him in limbo.
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Re: Ham_Killed superceded - force death animation
Yes I know that, I said I forced a death sequence on him, but how do I properly play it ?
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Re: Ham_Killed superceded - force death animation
I guess you need to block CBasePlayer::SetAnimation(), then playing your wanted animation.
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Re: Ham_Killed superceded - force death animation
Can't u hook damage event, check if hes health goes to 0 or below, if so u supercede the damage.
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Re: Ham_Killed superceded - force death animation
You aim something complicated when you could easily with orpheu.
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Re: Ham_Killed superceded - force death animation
I have absolutely no experience with orpheu and I kinda refuse to understand it at the moment :} so no thanks :P This happened when ham was first released too :P I didn't want to hear about it :lol: but now, I'ved slowly learned it and it's ok ... so, when orpheu's time comes, I'll use it, until then...
And no, grimvh2, I don't need to hook damage event and supercede damage because I need the player to actually die... if I supercede death, it does what I want... death but not really death :} I just need to fake the rest, scores, money and deathmessage already done, all it's left is the player's death animation... wich I can't figure out how to use. The player in dying mode is like any entity with some pre-set animation (wrong one) on it... how would you completly overwrite that sequence ? Oh, did I mention I really have no ideea how are frame, animtime and framerate used ? I don't :} framerate I thought it was the actual framerate, then I found out it was a percentage of the actual model's framerate (1.0 == normal model FPS), frame... it's the model's current (or starting ?) frame number... I don't know any other use of that... and animtime I don't know, it's it just a float, or gametime + time.. or wth :-? |
Re: Ham_Killed superceded - force death animation
I'm still confused why anyone would want to supercede on ham_killed. It means you have 0 health but are still alive aka limbo. Can someone give a good example where you would actually supercede a death?
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Re: Ham_Killed superceded - force death animation
Yes, you have 0 health and appear as dead... supercede blocks death cammera, death message, scores, money and round-end, wich is why I'm using it.
I faked the rest, even death cammera, looks normal... I'm just stuck at this animation thing... :| Or maybe you need a code to visualize things: PHP Code:
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Re: Ham_Killed superceded - force death animation
you did all stuff above just for blocking round end? If so, please use a plugin made by arkshine which using orpheu, it's more efficient and logical. If not, never mind.
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