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Author Topic: falling animations  (Read 418 times)

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Offline penguinman

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falling animations
« on: 06 Nov 2004, 01:25:47 »
hello,
sry i dint know where this post would go                    (theres no animations section) so i put it in my favorite section.

anyways, when a man falls from a height great enough to kill him he hits the ground then stands up and falls over in the getting shot animation. I was wondering if there was a way to make him just stay flat and not stand up again.
possibly even add a realistic mangaling of the limbs or somthing
thanks

Offline C0LDSt33L

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Re:falling animations
« Reply #1 on: 06 Nov 2004, 09:46:06 »
You could use some form of script. Each of your paratroopers could call a script like:

_paratrooper = _this select 0

#Check

?!(alive _paratrooper) : goto "die"

~0.1

goto "check"

#Die

_paratrooper switchmove "LyingDying" (or whatever)

exit

This might make them look wierd if they die in combat but if they die from falling it should have the effect.

Offline penguinman

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Re:falling animations
« Reply #2 on: 07 Nov 2004, 02:27:08 »
I cant get that to work it gives an error message.
I tried a lot of dead animations. no results

Dubieman

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Re:falling animations
« Reply #3 on: 07 Nov 2004, 03:53:39 »
I'm thinking kill him before he hits the ground and start a death animation too when you kill him. Dead bodies when flying  land flat well, if at an odd angle then they go weird and but end up flat.

Not sure how to check height, maybe just time it right or something... :P

Offline Triggerhappy

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Re:falling animations
« Reply #4 on: 07 Nov 2004, 17:25:57 »
just make a loop that checks the height of the person in relation to their height a few seconds earlier:
Code: [Select]
_unit = _this select 0

#loop
_height = (getpos _unit select 2)
~1
_height2 = (getpos _unit select 2)
?(_height - _height2) >= 5:goto "kill"
goto "loop"

#kill
_unit setdammage 1
exit
this will check every second to see how far the unit has dropped, and if they have dropped 5m or more in that second, it will kill them.
you can change that however you want to make it realistic (i guessed)