my name is spaan - and i have another little problem.
a friend of mine had the idea to make a short starwars-fan-movie. we plan to film a lightsaber duel (him and me fighting), and make intro and outro using jka (filming ingame scenes).
well, and here's my problem: i don't know how to bind certain keys to certain animations.
an example: i want my model to stand with his hands behind his back. in modview, this would be BOTH_STAND4. let's assume that i'd like to do that by pressing "5" on the numpad. this key would be KP_5. hmm. and i know that it's possible to bind keys to certain functions in the autoexec-file.
i tried (sorry, maybe that seems a very clumsy attempt to you) to bind that key to the animation by writing "bind KP_5 LS_STAND4" into the autoexec-file... but obviously, it didn't work.
anyway; i can't find out how to solve that problem. :confused: is there anyone who could explain to me what i'll have to do?
thanks & greetings from austria! elSpaan
As far as I know, the animation names you are referring to are only available via icarus scripting or a code mod. If you want ingame animations, you'll have to check out mod-based emotes (like /amknockmedown for JA+) or script the animation to play on the character when they press an in-map button.
To clarify, they're the same emotes but I don't think you access them in the way you want to. You need to go a more roundabout way.
I could also be very wrong on this, since I'm only how many years out of touch...
What I could do, is make a little server-side mod for you that will allow you to bind a command to a key, to play pretty much any animation.
I can't guarantee they'll all work, but most will.
I believe JA+ already has a command that does this. Run a game with cheats enabled and try /debugSetBodyAnim .
Aside from that, I think the animation you want is equivalent to the ordinary JA+ emote /amatease .
That's actually a base code, but for some reason JA+ has it enabled by default (normally only a debug build command). Plus only animations in anims.h will work (as such, custom animations can't be played unless you do some simple coding). /debugsetbodyanim BOTH_GETUP_FROLL_F is a pretty common one I use, along with the kicking animation (note that these will still both actually have kicking and damaging effects), oh and keep in mind the animation istelf has to be in all caps.
people, you helped me a lot!
raz0r, that's a great honor for me - but i think it won't be necessary to make a mod. i didn't know these ja+-emote-commands, but yesterday i googled a little and tried them out.
well - cool! i think that will be all i need.
be sure that i'll ask for help if i should encounter any problem, but for now, i say... :sillyme: ... THANKS A LOT, guys! you're hardcore!