How to use "Recorded Animations"
How to use "Recorded Animations" ?
(For the vehicle animation in soloplayer).
My script called the "recording_play_and_hover"
Code:
(recording_play_and_hover ObjectName RecordedAnimationsName )
"File > Compile scripts" in Sapien.
"scripts successfully compiled."
"Exception Data" In game :golfclap:
By what my Recorded Animations is empty.
(only "Add" with the Guerrilla...)
I tested "File > Import recordings" in Sapien.
I imported a30.scenario, is it added the recordings list of a30.
I used one of the recordings for my script.
"scripts successfully compiled." in Sapien.
No "Exception Data" In game :neckbeard:
I wish I could create my own recordings...
Not having to use "custom_animation" script.
I want used "recording_play_and_hover" or "recording_play_and_delete" :ohdear:
Thx
Re: How to use "Recorded Animations"
Recorded animations was a system used only by the developers of Halo, and any functionality with it was pretty much removed from the HEK.
Re: How to use "Recorded Animations"
I finding in the HEX...
Application would greatly useful, no ?
http://img842.imageshack.us/img842/6177/bbbbbr.png
1 Attachment(s)
Re: How to use "Recorded Animations"
I managed to change the Recorded Animations !!! :woop:
Look my Recorded Animations: http://fr.xfire.com/video/4ef240/
The .hsc script:
Code:
(global "boolean" mark_lz_dropship false )
(script dormant "dropship"
(object_create lz_cship )
(sleep 100 )
(object_teleport lz_cship lz_cship_flag )
(sleep 100 )
(recording_play_and_hover lz_cship back_cship_exit )
(sleep 100 )
(unit_close lz_cship )
)
(script startup mission_a30
(sleep 300 )
(wake dropship )
)
I imported back_cship_exit (The Recorded Animations of a30.map) in my map.
I edited back_cship_exit with HexEditor.
http://img685.imageshack.us/img685/7982/hexz.png
Code:
3a 55 00 00
1a 04 00 00 80 3f 00 00 00 00 38 03 01
12 00 00 00
3a 22 00 00
19 00 00 00 00 00 00 00 00 00 00 00 00
5a 02 44 f8 00 00
3a 55 00 00
59 00 00 00 00 00
1a 04 00 00 80 3f 00 00 00 00 38 03 01
12 00 00 00
3a 55 00 00
19 00 00 00 00 00 00 00 00 00 00 00 00
5a 00 00 f8 00 00
3a ff 00 00
59 00 00 00 00 00
1a 04 00 00 80 3f 00 00 00 00 38 03 01
12 00 00 00
3a 66 00 00
19 00 00 00 00 00 00 00 00 00 00 00 00
5a 02 44 f8 00 00
3a 66 00 00
59 00 00 00 00 00
1a 04 00 00 80 3f 00 00 00 00 38 03 01
12 00 00 00
3a 66 00 00
19 00 00 00 00 00 00 00 00 00 00 00 00
3a ff 00 00
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Useful or not useful ? :downsdance:
Re: How to use "Recorded Animations"
Perhaps. I've been wanting recorded animations for a while and this seems to be the start of something...
Re: How to use "Recorded Animations"
why not just use that dll so you can make your own ingame? just press your hotkey, do whatever, then import the txt file into the scenario via the app it comes with *shrug* one thing though, it records a bit off for most people (idk how far off for those people since it works perfectly for me, but im assuming it will be more acurate rather than hex editing one in)
Re: How to use "Recorded Animations"
Quote:
Originally Posted by
Kirby_422
why not just use that dll so you can make your own ingame? just press your hotkey, do whatever, then import the txt file into the scenario via the app it comes with *shrug* one thing though, it records a bit off for most people (idk how far off for those people since it works perfectly for me, but im assuming it will be more acurate rather than hex editing one in)
That application doesn't record the player's aiming vector, which is why it's recordings are off. If you record only using the throttle keys without changing you're looking direction the recordings should be fine. I have the majority of the recorded animation data mapped out, but the vector_difference event types are more complicated to calculate than the rest of it.
Re: How to use "Recorded Animations"
it records where ever I look.. I drive back and forth between buildings, trees, etc, and it works fine for me. If its not meant to do that, idk why it is for me *shrug*
Re: How to use "Recorded Animations"
Works perfectly for me too, it just halves the speed I move at.