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Bears and Wolves.

Posted: Thu Jan 18, 2007 1:25 am
by Jimmylh
I put a few bears and wolves on my map I found in the terrain map editor. I was poking around a noticed that they had some animation code in the decorations file in the France map.

<Animations>
<State>
<ID>1</ID>
<SequenceID>1000</SequenceID>
<fMinPlayTime>1.0</fMinPlayTime>
<fMaxPlayTime>2.0</fMaxPlayTime>
<Transitions>
<Transition>
<State>2</State>
<Chance>100</Chance>
</Transition>
</Transitions>
</State>
<State>
<ID>2</ID>
<SequenceID>1001</SequenceID>
<Transitions>
<State>1</State>
<Chance>100</Chance>
</Transitions>
</State>
</Animations>

........................................................

I found out you can put in different ID numbers that cause different actions. For example:
<SequenceID>1000</SequenceID>

Just change the 1000 to 1010 and the bear or wolf will run in place.
I compiled this list of actions.
1000 = does not move
1001 = fidget
1010 = runs
1012 = runs and dies
1024 = dies
1022 = strikes
--------------------------------------------
I have not been able to do any repeat actions except the running. I tried playing with the other variables with no luck. Anybody have any experience with the animations? I would like to have them doing repeat actions. I guess this was something they were going to do and did not follow through with???

Posted: Mon Jan 22, 2007 1:48 am
by Jimmylh
For those of you that are interested, check this out... I finally got a handle on how to sequence actions.

Pick a map of your choice and paste this into your RRT_Decorations.xml
Five bears will be placed at the top part of the map.

<RRTDecoration>
<szName>Bear</szName>
<Animations>
<!-- bear will fidget -->
<State>
<ID>1</ID>
<SequenceID>1001</SequenceID>
<fMinPlayTime>1.0</fMinPlayTime>
<fMaxPlayTime>2.0</fMaxPlayTime>
<Transitions>
<State>2</State>
<Chance>100</Chance>
</Transitions>
</State>
<State>
<!-- bear will run -->
<ID>2</ID>
<SequenceID>1010</SequenceID>
<fMinPlayTime>1.0</fMinPlayTime>
<fMaxPlayTime>2.0</fMaxPlayTime>
<Transitions>
<State>3</State>
<Chance>100</Chance>
</Transitions>
</State>
<State>
<!-- bear will strike -->
<ID>3</ID>
<SequenceID>1022</SequenceID>
<fMinPlayTime>1.0</fMinPlayTime>
<fMaxPlayTime>2.0</fMaxPlayTime>
<Transitions>
<State>1</State>
<Chance>100</Chance>
</Transitions>
</State>
</Animations>
<Locations>
<Location>
<StartX>22</StartX>
<StartY>0</StartY>
<Rotation>18.000853</Rotation>
<Scale>1.400000</Scale>
</Location>
<Location>
<StartX>15</StartX>
<StartY>2</StartY>
<Rotation>-54.000259</Rotation>
<Scale>1.400000</Scale>
</Location>
<Location>
<StartX>7</StartX>
<StartY>12</StartY>
<Rotation>-11.999208</Rotation>
<Scale>1.400000</Scale>
</Location>
<Location>
<StartX>3</StartX>
<StartY>6</StartY>
<Rotation>26.000528</Rotation>
<Scale>1.400000</Scale>
</Location>
<Location>
<StartX>-2</StartX>
<StartY>25</StartY>
<Rotation>-78.000793</Rotation>
<Scale>1.400000</Scale>
</Location></Locations>
</RRTDecoration>

Posted: Mon Jan 22, 2007 3:02 am
by dwax
tried it in the Demo map, a little smaller and maybe easier to see,but I never saw them. :(

Posted: Mon Jan 22, 2007 8:54 pm
by Jimmylh
dwax wrote:tried it in the Demo map, a little smaller and maybe easier to see,but I never saw them. :(
The code in the message must be nested in between this tag set.

<RRTDecorations></RRTDecorations>

unless you pasted it among some exsisting code.

Posted: Tue Feb 06, 2007 2:52 am
by gforce
If you want a better idea or information on NIF files,
like the wolf and bear
That's what i found:
- Downloaded small program: NifSkope
- Load the nif file fe the wolf
- Choose Spells - Animation - Attach .KF (f.e. run)
- Press the play button
- and off he goes....

ps: also games like zoo tycoon 2 are using nif files... and also other games.

Don't know so much of it but it can help...
I accidently also made up a animation (different KF loaded)
So normally we could make the wolf run, fight the bear and die... :wink: