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All Around Games => Forum and Website Technical Section => Topic started by: onyxhawk on May 25, 2012, 12:47:57 PM

Title: Repelling
Post by: onyxhawk on May 25, 2012, 12:47:57 PM
How do i set everything up to get the clones to repel from a gunship i have tried a bunch of different things but cant get the pawn to do the animation for it.
Title: Re: Repelling
Post by: Tycon on May 25, 2012, 01:49:17 PM
Well. First things first. You've placed this request in the wrong subforum. But we'll let that slide. As for your question, I recommend looking at the storyline maps and see how they do it. It involves an AnimProp and a ScriptedTrigger.
Title: Re: Repelling
Post by: onyxhawk on May 29, 2012, 05:11:49 PM
yeah i figured it out now the question is how to get the player to repel. I have looked at what they did but it didnt seem to work i mean has anybody here gotten the player commando to repel?
Title: Re: Repelling
Post by: frazscotland on May 30, 2012, 07:11:19 PM
Ah the player cant rapell its just an sp animation ...
But   TAG PHOBOS has made a tether script file which allows mappers to place rope in a map for MP and players can climb up and down !!!!
Awesome, 8)
Title: Re: Repelling
Post by: onyxhawk on May 31, 2012, 06:50:37 AM
so you know how to set up this sp animation like you know how in the game you repel out of the gunship or off a cliff i was wondering how to do that. cause you know its pretty lame to see you're buddy s repelling out of the gunship and you like have to jump.
Title: Re: Repelling
Post by: frazscotland on June 01, 2012, 07:14:34 AM
u cant rapell really in sp its an illusion, If you download the jb mappak it has a rapelling TETHER .u included which allows you to place ropes in an MP map and climb up or down them.and also a JUMP.u which allows you to place jump pads and do super bounces like sonic !!
Title: Re: Repelling
Post by: kram on June 01, 2012, 08:05:35 AM
Well, i think he means how it is done in the campaigns. All it is is an animation, just like with the other clones, except player on "player". I think.

Quote from: onyxhawk on May 29, 2012, 05:11:49 PM
yeah i figured it out now the question is how to get the player to repel. I have looked at what they did but it didnt seem to work i mean has anybody here gotten the player commando to repel?
I have. See above. If you want i could get a more detailed explanation.
Title: Re: Repelling
Post by: frazscotland on June 01, 2012, 01:14:13 PM
ah ok wel i can tell you where to look
if u open up unreal ed the actorclassbrowser untik placeableclasses box and goto 
INFO  GAMEINFO  CTGAMEINFO   CTGAMEINFOSP   open properties and in CUSTOMANIMS
there is listed the animations . Ie in there u can ADD !!
Title: Re: Repelling
Post by: onyxhawk on June 01, 2012, 03:47:40 PM
so what should i add in there it would be good if you could be specific like what animation and how i can set it up like in the campaign.
Title: Re: Repelling
Post by: kram on June 01, 2012, 05:35:30 PM
You have to use a scripted trigger, set up like this:

The delay between the Briefing and PropAnim is important. It doesnt have to be at 3.

To animate the rope is the same as with other pawns.

There are 2 heights that you can rappel from. 1760 and 600. It is a good idea to make the platform you rappel from as close as you can get to one of these, off the ground.
Title: Re: Repelling
Post by: onyxhawk on June 05, 2012, 10:50:28 AM
what do i link the script to?
Title: Re: Repelling
Post by: kram on June 05, 2012, 05:24:59 PM
Not an aiscript, a scripted trigger. They are not linked to anything.
Title: Re: Repelling
Post by: onyxhawk on June 05, 2012, 06:08:53 PM
ooooooooooooh yeah sorry i like spaced on that when i was reading it aparently thanks btw.