Author Topic: Adding emotes from playerseq  (Read 1395 times)

Noyjitat

  • Elite Boss
  • *****
  • Posts: 717
  • Guess who cares?
Adding emotes from playerseq
« on: July 19, 2015, 10:51:31 PM »
Looking at some of the emotes floatingfatman and others are sharing I decided to dive through "playerseq"

Wanting to add my favorite seers animations and some others but so far no luck....

in the emotes.cfg file I tried adding seers_contact_levitate_cycle

I see:

RequiresCount = 3
    Requires1 = ENCOUNTER (725)
    Requires2 = SEER (867)
    Requires3 = HIGH (47)

Which I think should be:
Emote SEER_CONTACT_LEVITATE_CYCLE
   Bits ENCOUNTER SEER HIGH
End

Logged into paragonchat and I typed /emote seer_contact_levitate_cycle and nothing happens
no error command or anything. Tried shortening the command to

Emote SEERFLYUNBOUND
   Bits ENCOUNTER SEER HIGH
End

Double checked my emote file was named: emote and that CFG is the file extension.

I did get seer_Teleporting_out to work but not the teleport in to work. (Had to zone to make my character visible again)
Emote SEER_TELEPORTING_OUT
  Bits ENCOUNTER SEER TELEPORT HIGH
End

Later changed to
Emote SEERTPOUT
  Bits ENCOUNTER SEER TELEPORT HIGH
End

/emote Seertpout works perfectly everytime.

I'll put together a list of emotes that I do get to work for those interested.
« Last Edit: July 19, 2015, 11:16:33 PM by Noyjitat »

Arcana

  • Sultaness of Stats
  • Elite Boss
  • *****
  • Posts: 3,672
Re: Adding emotes from playerseq
« Reply #1 on: July 20, 2015, 08:44:49 PM »
I am not in a position to look at the sequencer data at the moment, but I can say that just because something's in there, doesn't mean its guaranteed to work for a number of reasons.  In some cases, animation sequences will only work with certain models, and the player model isn't one of them.  You might need to experiment to find out.  But just because it doesn't work, doesn't mean you're doing something wrong.

Codewalker

  • Hero of the City
  • Titan Network Admin
  • Elite Boss
  • *****
  • Posts: 2,740
  • Moar Dots!
Re: Adding emotes from playerseq
« Reply #2 on: July 20, 2015, 08:59:44 PM »
What model are you trying to use that with? Only the female skeleton has an animation for it; the others will do nothing.

Arcana

  • Sultaness of Stats
  • Elite Boss
  • *****
  • Posts: 3,672
Re: Adding emotes from playerseq
« Reply #3 on: July 20, 2015, 09:17:07 PM »
What model are you trying to use that with? Only the female skeleton has an animation for it; the others will do nothing.

Ah yes, if you are looking at Codewalker's sequence dump, it should list which models that sequence will allow itself to be applied to: Fem is the Female model, Male is the male model, Huge is the huge model, and other model names are other NPC models.  If you are not one of those, nothing will happen (because there's no instruction to tell the sequencer what specific animation to play).

However, just for giggles I put those bits into my emote file, and they don't play on my female character model either.  Might be something else specific to that animation.

Noyjitat

  • Elite Boss
  • *****
  • Posts: 717
  • Guess who cares?
Re: Adding emotes from playerseq
« Reply #4 on: July 21, 2015, 02:55:26 AM »
What model are you trying to use that with? Only the female skeleton has an animation for it; the others will do nothing.

Female sir, most definitely. Does icon have an emote folder like this as well? Because it is one of the emotes that worked in icon but I didn't notice a folder anywhere in my appdata. One of the first things I did was search for a file thinking I could just copy the data from there.

Could it be because it's a maintained animation instead of a oneshot animation like a punch? Maybe some other variable needs to be added because of that?
« Last Edit: July 21, 2015, 08:20:38 PM by Noyjitat »