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Sorting sequences by weapon/playerstate


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ARES[ro]
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Join Date: Apr 2010
Old 09-29-2010 , 20:27   Sorting sequences by weapon/playerstate
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does anything like this exist?
sequenceid(weapon, playerState)
so it will give the id of the sequence(a sequence) based on the players current weapon and player state (such as isReloading&ducking isInAir&shooting isDucking isInAir isInWater etc.)

i already took a look in a model for all the sequence ids but i might first ask b4 i start doing such hard-coding

this will help finish arkshines prone plugin cuz these sequences have not been included to his mod only sequences are the main sequences
if it doesnt exist, good ideas on where to grab these constant values easiest are very useful maybe in the goldsource sdk but idk where to look
or maybe a way to calculate them using the weapon id`s like gait = 30 + weapon *3 - state * 2 lol just an example

yeah i might sound like a lazy coder (wich im not) im just asking for a function to sort these sequence id`s -_- maybe its already been done or maybe there is a way to estimate it with weapon id and player state flags

PHP Code:
enum PlayerSequences
{
    
ANIM_dummy 0,
    
ANIM_idle1,
    
ANIM_crouch_idle,
    
ANIM_walk,
    
ANIM_run,
    
ANIM_crouchrun,
    
ANIM_jump,
    
ANIM_longjump,
    
ANIM_swim,
    
ANIM_treadwater,
    
ANIM_crouch_aim_carbine,
    
ANIM_crouch_shoot_carbine,
    
ANIM_crouch_reload_carbine,
    
ANIM_ref_aim_carbine,
    
ANIM_ref_shoot_carbine,
    
ANIM_ref_reload_carbine,
    
ANIM_crouch_aim_onehanded,
    
ANIM_crouch_shoot_onehanded,
    
ANIM_crouch_reload_onehanded,
    
ANIM_ref_aim_onehanded,
    
ANIM_ref_shoot_onehanded,
    
ANIM_ref_reload_onehanded,
    
ANIM_crouch_aim_dualpistols,
    
ANIM_crouch_shoot_dualpistols,
    
ANIM_crouch_shoot2_dualpistols,
    
ANIM_crouch_reload_dualpistols,
    
ANIM_ref_aim_dualpistols,
    
ANIM_ref_shoot_dualpistols,
    
ANIM_ref_shoot2_dualpistols,
    
ANIM_ref_reload_dualpistols,
    
ANIM_crouch_aim_rifle,
    
ANIM_crouch_shoot_rifle,
    
ANIM_crouch_reload_rifle,
    
ANIM_ref_aim_rifle,
    
ANIM_ref_shoot_rifle,
    
ANIM_ref_reload_rifle,
    
ANIM_crouch_aim_mp5,
    
ANIM_crouch_shoot_mp5,
    
ANIM_crouch_reload_mp5,
    
ANIM_ref_aim_mp5,
    
ANIM_ref_shoot_mp5,
    
ANIM_ref_reload_mp5,
    
ANIM_crouch_aim_shotgun,
    
ANIM_crouch_shoot_shotgun,
    
ANIM_crouch_reload_shotgun,
    
ANIM_ref_aim_shotgun,
    
ANIM_ref_shoot_shotgun,
    
ANIM_ref_reload_shotgun,
    
ANIM_crouch_aim_m249,
    
ANIM_crouch_shoot_m249,
    
ANIM_crouch_reload_m249,
    
ANIM_ref_aim_m249,
    
ANIM_ref_shoot_m249,
    
ANIM_ref_reload_m249,
    
ANIM_I_am_a_stupid_placeholder,
    
ANIM_so_am_I,
    
ANIM_ref_aim_grenade,
    
ANIM_ref_shoot_grenade,
    
ANIM_crouch_aim_grenade,
    
ANIM_crouch_shoot_grenade,
    
ANIM_crouch_aim_c4,
    
ANIM_crouch_shoot_c4,
    
ANIM_ref_aim_c4,
    
ANIM_ref_shoot_c4,
    
ANIM_ref_reload_c4,
    
ANIM_crouch_aim_dualpistols,
    
ANIM_crouch_shoot_dualpistols,
    
ANIM_crouch_shoot2_dualpistols,
    
ANIM_crouch_reload_dualpistols,
    
ANIM_ref_aim_dualpistols,
    
ANIM_ref_shoot_dualpistols,
    
ANIM_ref_shoot2_dualpistols,
    
ANIM_ref_reload_dualpistols,
    
ANIM_crouch_aim_knife,
    
ANIM_crouch_shoot_knife,
    
ANIM_ref_aim_knife,
    
ANIM_ref_shoot_knife,
    
ANIM_crouch_aim_ak47,
    
ANIM_crouch_shoot_ak47,
    
ANIM_crouch_reload_ak47,
    
ANIM_ref_aim_ak47,
    
ANIM_ref_shoot_ak47,
    
ANIM_ref_reload_ak47,
    
ANIM_crouch_aim_shieldgren,
    
ANIM_crouch_shoot_shieldgren,
    
ANIM_ref_aim_shieldgren,
    
ANIM_ref_shoot_shieldgren,
    
ANIM_crouch_aim_shieldknife,
    
ANIM_crouch_shoot_shieldknife,
    
ANIM_ref_aim_shieldknife,
    
ANIM_ref_shoot_shieldknife,
    
ANIM_crouch_aim_shieldgun,
    
ANIM_crouch_shoot_shieldgun,
    
ANIM_crouch_reload_shieldgun,
    
ANIM_ref_aim_shieldgun,
    
ANIM_ref_shoot_shieldgun,
    
ANIM_ref_reload_shieldgun,
    
ANIM_crouch_aim_shielded,
    
ANIM_ref_aim_shielded,
    
ANIM_gut_flinch,
    
ANIM_head_flinch,
    
ANIM_death1,
    
ANIM_death2,
    
ANIM_death3,
    
ANIM_head,
    
ANIM_gutshot,
    
ANIM_left,
    
ANIM_back,
    
ANIM_right,
    
ANIM_forward,
    
ANIM_crouch_die

so how can i sort them by player state... this is where i need help
EDIT: gaitsequences have 1 blend while the rest have 9 sequences ( i want the non-gaitsequences mostly sorted out) cuz gait sequences are just used to say player swimming running jumping ducking

Last edited by ARES[ro]; 09-30-2010 at 16:06.
ARES[ro] is offline
Old 09-29-2010, 21:57
ARES[ro]
This message has been deleted by ARES[ro]. Reason: doublepost edited main post
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