deutsch:
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ahhh !!
Man ist das nervig!
da kriegt man ja ne Macke! o.O
Ich probier schon seit gestern abend ununterbrochen neue Kombinationen aus!
Hab alles erst mal Tstweise in einem neuen Script gelegt!(wie du gesagt hast)
Ist also bei weitem überschaubarer!
Wer einen versuch wagen möchte kann gerne mitmachen!
http://rapidshare.com/files/260225795/ANGLE-bug.zipKey_a= linken arm animieren
Key_s= rechten arm animieren
Key_d= linken und rechten arm animieren (BUG)
Vieleicht kommt einer von euch dahinter ^^
english:
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ahhh !!
this is so stupid!
The Script is now shorted and more simple!
Who wants to risk try , here is the Link!
http://rapidshare.com/files/260225795/ANGLE-bug.zipKey_a= left arm animate
Key_s= right arm animate
Key_d= left and right arm animate(BUG)
Maybe someone could solve it^^
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
[EDIT]
I uploaded the wrong file!
replace the old script with this
///////////////////////////////////////////////////////////////
// (c)by INDUSTRIAL GAME SCIENCE -[Main script] ///////////////
///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
#define PRAGMA_PATH "fonts"
var standanim;
var walkanim;
var pushanim;
ANGLE head_angle;
ANGLE body_angle;
ANGLE breast_angle;
ANGLE arm_left_angle;
ANGLE arm_right_angle;
VECTOR distanz;
var leftarm_take_anim;
var rightarm_take_anim;
action playertest()
{
my.scale_x=0.09;
my.scale_y=0.09;
my.scale_z=0.09;
set(my,POLYGON|CAST);
my.emask|=ENABLE_SHOOT|ENABLE_BLOCK|ENABLE_IMPACT|ENABLE_ENTITY;
vec_for_bone(head_angle,my,"head");//set an ANGLE for the Head rotation
vec_for_bone(breast_angle,my,"breast");//set an ANGLE for the Head rotation
while(1)
{
if(key_cuu-key_cud)
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
walkanim += 6 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "walk", walkanim, ANM_CYCLE); // animiere das Modell (benutze "walk")
}
else
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
standanim += 1 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "stand ", standanim, ANM_CYCLE); // animiere das Modell (benutze "walk"
}
if(key_cul-key_cur)
{
ent_animate(my, NULL, 0, 0); // setze alle Animationen zurück
walkanim += 6 * time_step; //erhöhe walk_speed; 1.5 setzt die Geschwindigkeit
ent_animate(my, "walk", walkanim, ANM_CYCLE); // animiere das Modell (benutze "walk")
}
if(key_a==1)//left
{
ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
leftarm_take_anim +=6 *time_step;
ent_animate(my,"t_leftehw_h", leftarm_take_anim, ANM_ADD);
}
if(key_a==0&&key_d==0){ leftarm_take_anim=0; }
if(key_s==1)//right
{
ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
rightarm_take_anim +=6 *time_step;
ent_animate(my,"t_rightehw_h", rightarm_take_anim, ANM_ADD);
}
if(key_s==0&&key_d==0){rightarm_take_anim=0; }
if(key_d==1)//left and right
{
leftarm_take_anim +=6 *time_step;
rightarm_take_anim +=6 *time_step;
ent_bonereset_branch(my,"arm_up_left");
ent_bonereset_branch(my,"arm_up_right");
ent_animate(my,"t_leftehw_h", leftarm_take_anim, ANM_ADD);
ent_animate(my,"t_rightehw_h", rightarm_take_anim, ANM_ADD);
}
if(key_s==0&&key_a==0&&key_d==0){leftarm_take_anim =0;rightarm_take_anim=0; }
wait(1);
}
}
void main()
{
ENTITY* temp;
ENTITY* map;
enable_polycollision = 2;
video_mode = 8; // screen size 640x480
video_depth =32; // 16 bit colour D3D mode
video_screen=1;
sound_vol = 100;
wait(1);
level_load("");
var terrain_chunk = 0;
ENTITY* sky = ent_createlayer("skycube+6.dds", SKY | CUBE | SHOW, 0);
sky.z = 30;
vec_set(sun_color,vector(100,100,100));
//Manage Level-creating
map=ent_create("outcast.hmp",NULL,NULL);
set(camera,SHOW);
temp=ent_create("test_ragdoll.mdl",vector(0,0,40),playertest);
camera.x=50;
camera.y=0;
camera.z=45;
camera.pan=180;
}
void close()
{
sys_exit ("und Tschüss");
}
void shortcuts_startup()
{
on_f10=close;
on_f9=main;
}
//IMPORTANT :ONE Empty String
PANEL* leftarm_anim =
{
digits(30,100, 4, _a4font, 1,leftarm_take_anim);
flags = SHOW ;
}
PANEL* righttarm_anim =
{
digits(60,100, 4, _a4font, 1,rightarm_take_anim);
flags = SHOW ;
}