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Topic Subject: The only way I know thus far how to use the standard animations of a unit
posted 05 March 2011 08:00 PM EDT (US)   
Well here it goes. I've always wanted to share this but didn't really think it was necessary, for some reasons. I've known about this for quite some time now.

Besides having a unit pick up a relic in the editor, or attacking invisible targets, the closest way I know of to set a standard animation for a unit (i.e. pick-up, attack, bored) is to simply include it in the animation file. If you're a scenario designer and you want to be able to use standard animations at command, you would simply have to have the user/player copy and paste a file/mod into their animation folder. Here is an example. I won't include the entire animation:

//==============================================================================
anim Cinematic
{
SetSelector
{
set hotspot
{
name Ark_Scen0301ponder
version
{
VisualGranny Ark_aomsp03ponder
}
}
set hotspot
{
name Ark_Scen0302point
version
{
VisualGranny Ark_aomsp03point
}
}
set hotspot { name ark_test1 version {
Visual Scenario A Arkantos_boredA } } set hotspot
{
name Ark_Talk1Sec
version
{
VisualGranny Ark_Talk1Sec
}
}
set hotspot
{
name Ark_Talk2Sec
version
{
VisualGranny Ark_Talk2Sec
}
}
set hotspot
{
name Ark_Talk3Sec
version
{
VisualGranny Ark_Talk3Sec
}
}
set hotspot
{
name Ark_aomsp042what
version
{
VisualGranny Ark_aomsp042what
}
}
set hotspot
{
name Ark_scen0403sad
version
{
VisualGranny Ark_aomsp042sad
}
}
set hotspot
{
name Arka_cine052spearwalk
version
{
VisualGranny Ark_cine052spearwalk
}
}
set hotspot
{
name Ark_cine052points
version
{
VisualGranny Ark_cine052points
}
}
set hotspot
{
name Ark_aomsp06mocking
version
{
VisualGranny Ark_aomsp06mocking
}
}
set hotspot
{
name Ark_aomsp06question
version
{
VisualGranny Ark_aomsp06question
}
}
set hotspot
{

EDIT: OK wow. I just lost the second half of this due to the fact that I pressed enter prematurely and stopped the page. Anyyyywaayyyyyy... I'm not gonna rewrite the whole thing:

//==============================================================================
anim Bored
{
SetSelector
{
CinematicLogic
SetSelector
{
ContainLogic
set hotspot
{
version
{
Visual Scenario A Arkantos_boredA
Connect FRONTABDOMEN heroglow hotspot
}
}
set hotspot
{
version
{
Visual Scenario A Arkantos_carryboredA
Connect FRONTABDOMEN heroglow hotspot
}
}
}
SetSelector
{
set hotspot
{
version
{
VisualGranny Ark_idleA
}
}
}
}
}

//==============================================================================

All I'm doing is taking the animation name from the bored thing and putting it in the cinematic thing. Im not sure if you can add effects like heroglow and stuff but whatever. feel free to ask questions. And im telling you... I ALWAYS copy and paste my text after i'm done in case something like this happens, But for some reason, whenever i dont, or i feel like i dont have to, Something Screws Up! It's weird! anyway... get my point^^?

[This message has been edited by AoM Expert (edited 06-11-2011 @ 09:30 AM).]

Replies:
posted 05 March 2011 08:09 PM EDT (US)     1 / 10  
o and btw as far as triggering goes if the player doesnt have the file, simply arrange the triggers so that its not necessary. in other words, dont let anything rely on that animation and you should be fine. Otherwise, the game could stop.

EDIT: and im not sure why this isnt appraised. its very useful and easy to do. Think of it as a simple, eso friendly mod for some. Scenario designers could include the optional anim file in the zip. Shouldn't we start doing this??? Oh and if people are concerned about the way it looks in cinematics, (graphics changing) then it could be used in-game. Take a look at this: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,26415,50,10

I warn you. Some of the information is inaccurate. I eventually found out that giving a unit gibberish animation simply causes the unit to either freeze, repeat the animation, or if you're using it with a cinematic anim it will disable it resulting in a non-freezing unit... which is a good thing.

[This message has been edited by Aom Expert (edited 03-05-2011 @ 08:17 PM).]

posted 05 March 2011 10:43 PM EDT (US)     2 / 10  
What types of files does the "Set Animation" trigger read? Because I've tried making a Polyphemus hero do his attack animation,

Visual Special G Polyphemus_AttackB


so I put it into the Set Animation box, but nothing happened, not even in cinematic mode. Is there a certain type of file that Set Animation reads?

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
posted 05 March 2011 11:20 PM EDT (US)     3 / 10  
Okay. The whole point of this is to explain that even though it is Not possible to do what You're trying to do, there is another option to go about doing it. Have you ever worked with animation files?

You use AoMEd to extract the anim bars, then, following others as an example, you place the animations you want to have at command in the "anim Cinematic" part of the file. If the unit doesn't have an "anim Cinematic" part, you should be able to create one. This is mostly animation work, not triggers.

The file that it reads is the "anim Cinematic" part of the animation file. Thats why I'm saying if you take a standard animation and insert it in the "anim Cinematic" part, you can Then do what you're trying to do.

And, to solve your problem:

//==============================================================================
anim Cinematic
{
SetSelector
{
set hotspot
{
name poly_attack
version
{
Visual Special G Polyphemus_AttackB
}
}
}
}

That's what needs to go at the bottom of the animation file. If you add that, and you type "poly_attack" in the set animation effect, it should work. Again, do you have expirience with animation?

Also if anybody wants any animation files edited like this, post here and tell me what you want.

...Any comments??? Anyone??????

[This message has been edited by Aom Expert (edited 03-09-2011 @ 01:39 PM).]

posted 11 March 2011 08:32 PM EDT (US)     4 / 10  
Ok seriously where is everyone??? I need comments! I need feedback! Is all this too sloppy for you to read? Would you like me to make it neater?

posted 11 March 2011 10:45 PM EDT (US)     5 / 10  
this is for allowing SD'ers to use default unit animations (attack, walk, etc..) with the set animation effect ? helpful

question, if you make an animation file to allow this to happen, and have a scenario where say, a walk animation is used with set animation for a unit, would it work for people who dont have the anim file in their directory?

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posted 12 March 2011 09:26 AM EDT (US)     6 / 10  
No it wouldn't, it would just act as when you put a non-cinematic anim in the set animation effect.

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posted 12 March 2011 11:41 AM EDT (US)     7 / 10  
Right, just make sure a trigger isn't relying on it. Does anyone need any files?

posted 16 April 2011 10:33 PM EDT (US)     8 / 10  
@Jondoom

Here's the text from the animation file. If you wanna give me your email I can email you the actual file. Using this, you would have to type in "death" in the set animation effect. (without the quotes.) If you're using this in a scenario others will be playing, make sure you include the file in the zip. As for you and for them, the animation file I will email you goes in C:\Program Files\Microsoft Games\Age of Mythology\anim or the anim folder of wherever you installed the game. If you don't include it in the zip for whatever reason, make sure the triggers in the game aren't relying on this animation, as your game could stop.

//==============================================================================
// fenris wolf_anim.txt
//==============================================================================

//==============================================================================
define norsebirthSFX
{
set hotspot
{
version
{
VisualParticle SFX N Myth Unit Birth Effect
}
}
}

//==============================================================================
anim Birth
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Fenris_BirthA
connect HOTSPOT norsebirthSFX hotspot
}
}
}
}

//==============================================================================
anim idle
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_IdleA
}
}
}
}

//==============================================================================
anim walk
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_WalkA
tag FootstepLeft 0.20 true
tag FootstepRight 0.50 true
tag FootstepLeft 0.95 true
tag FootstepRight 0.65 true
}
version
{
Visual Special N Fenris_RunA
tag FootstepLeft 0.20 true
tag FootstepRight 0.50 true
tag FootstepLeft 0.95 true
tag FootstepRight 0.65 true
}
}
}
}

//==============================================================================
anim run
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_RunA
length .6
}
}
}
}

//==============================================================================
anim Attack
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.58 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.58 false CrocSnap checkVisible
//-- end auto generated section
}
}
}
}

//==============================================================================
anim Bored
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_BoredA
}
version
{
Visual Special N Fenris_BoredB
}
version
{
Visual Special N Fenris_BoredC
}
}
}
}

//==============================================================================
anim Death
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.00 false FenrisWolfDeath1 checkVisible
tag SpecificSoundSet 0.37 false FenrisWolfDeath2 checkVisible
tag SpecificSoundSet 0.76 false HeavyFall checkVisible
//-- end auto generated section
}
}
}
}

//==============================================================================
anim Flail
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_FlailA
}
}
}
}

//==============================================================================
anim Cinematic
{
SetSelector
{
set hotspot
{
name death
version
{
Visual Special N Fenris_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.00 false FenrisWolfDeath1 checkVisible
tag SpecificSoundSet 0.37 false FenrisWolfDeath2 checkVisible
tag SpecificSoundSet 0.76 false HeavyFall checkVisible
//-- end auto generated section
}
}
}
}

[This message has been edited by Aom Expert (edited 04-16-2011 @ 10:42 PM).]

posted 17 April 2011 02:10 AM EDT (US)     9 / 10  
Thanks Aom Expert, I'll go and try it and tell you how it worked.

EDIT: Worked perfectly! I managed to keep the unit in the last frame on the animation by using 'move to unit' into itself, and 'change unit type' into itself to go back to normal (is there any ohter way to make it go back to normal without the flashy effects?)

Now could you make the flail file? Thanks a lot. If it's not too hard you could tell me how to make that cinemaitc animation myself (Dunno if you need knowledge in code or whatever).

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[This message has been edited by Jondoom (edited 04-17-2011 @ 02:30 AM).]

posted 17 April 2011 10:59 AM EDT (US)     10 / 10  
(is there any ohter way to make it go back to normal without the flashy effects?)
Yes. In another trigger have it move to itself and set an animation of gibberish or just keep it at "default". (I think this will work.) Or come to think about it I could just make one for the "Idle". But you couldn't just set animation "Idle" once you froze the last frame of "death". If you want it to go back to normal, you have to reset it by having a trigger with two set animations in it. One is just gibberish (or default), the other "Idle".

lol I was gonna tell you how to do that but it looks like you figured it out. This may also interest you: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,26467,,all
It's a little tricky to teach you over aomh. Perhaps if you could email me your msn, yahoo, or aim I would spend as long as you needed teaching you. You can email me it if you want. the007al@aol.com . Here's the one with the flail. (Both the flail and the death.)

//==============================================================================
// fenris wolf_anim.txt
//==============================================================================

//==============================================================================
define norsebirthSFX
{
set hotspot
{
version
{
VisualParticle SFX N Myth Unit Birth Effect
}
}
}

//==============================================================================
anim Birth
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Fenris_BirthA
connect HOTSPOT norsebirthSFX hotspot
}
}
}
}

//==============================================================================
anim idle
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_IdleA
}
}
}
}

//==============================================================================
anim walk
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_WalkA
tag FootstepLeft 0.20 true
tag FootstepRight 0.50 true
tag FootstepLeft 0.95 true
tag FootstepRight 0.65 true
}
version
{
Visual Special N Fenris_RunA
tag FootstepLeft 0.20 true
tag FootstepRight 0.50 true
tag FootstepLeft 0.95 true
tag FootstepRight 0.65 true
}
}
}
}

//==============================================================================
anim run
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_RunA
length .6
}
}
}
}

//==============================================================================
anim Attack
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.58 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.58 false CrocSnap checkVisible
//-- end auto generated section
}
}
}
}

//==============================================================================
anim Bored
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_BoredA
}
version
{
Visual Special N Fenris_BoredB
}
version
{
Visual Special N Fenris_BoredC
}
}
}
}

//==============================================================================
anim Death
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.00 false FenrisWolfDeath1 checkVisible
tag SpecificSoundSet 0.37 false FenrisWolfDeath2 checkVisible
tag SpecificSoundSet 0.76 false HeavyFall checkVisible
//-- end auto generated section
}
}
}
}

//==============================================================================
anim Flail
{
SetSelector none
{
set hotspot
{
version
{
Visual Special N Fenris_FlailA
}
}
}
}

//==============================================================================
anim Cinematic
{
SetSelector
{
set hotspot
{
name death
version
{
Visual Special N Fenris_DeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.00 false FenrisWolfDeath1 checkVisible
tag SpecificSoundSet 0.37 false FenrisWolfDeath2 checkVisible
tag SpecificSoundSet 0.76 false HeavyFall checkVisible
//-- end auto generated section
}
}
set hotspot
{
name flail
version
{
Visual Special N Fenris_FlailA
}
}
}
}

[This message has been edited by Aom Expert (edited 04-17-2011 @ 02:29 PM).]

Age of Mythology Heaven » Forums » Scenario Design » The only way I know thus far how to use the standard animations of a unit
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