Author Topic: MOV directioning  (Read 5367 times)

Sin Stalker

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MOV directioning
« on: October 13, 2013, 07:34:37 PM »
I have a scene where an ice hero puts the bad guys feet in ice. The hero is using the 'heal' MOV. In game, that MOV isn't always straight forward but towards the target. In this demo file, I am trying to get the arms/hands to point more down, like I've seen it ingame.

How do I do this?

Sin Stalker

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Re: MOV directioning
« Reply #1 on: October 13, 2013, 07:54:39 PM »
http://jkcomics.com/demos/i12/i12p26f3aEDITED1.cohdemo


Here is the demo file. I can't seem to alter the direction that Frostburg points and the direction the FX goes. I want it aimed down at ACCEL2's feet. This is why I targeted a Puddle which is below the ship, target 649. But for whatever reason, its not changing.

Please help.

goodtime

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Re: MOV directioning
« Reply #2 on: October 14, 2013, 02:23:55 PM »
It seems to me I've run into this problem before, too.   

I wonder if the body positioning wasn't handled by the part of the game handled attack/hit detection.  And that part isn't being used during demo playback.

You might try adjusting the pitch in the PYR line, although that will just tilt the whole body.   But since his feet are off the screen, it might be okay.

Sin Stalker

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Re: MOV directioning
« Reply #3 on: October 15, 2013, 06:15:59 AM »
Originally I wanted a full shot but since there's no fix, I'll try leaning him forward and avoiding the feet. :) Thank you.

Codewalker

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Re: MOV directioning
« Reply #4 on: October 16, 2013, 01:13:07 AM »
The engine doesn't have the capability to adjust animations based on target location. You can only spin towards the target, but the arms will be in whatever position the animation called up by the MOV has them.

goodtime

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Re: MOV directioning
« Reply #5 on: October 16, 2013, 02:39:11 AM »
The engine doesn't have the capability to adjust animations based on target location. You can only spin towards the target, but the arms will be in whatever position the animation called up by the MOV has them.
How did the game handle those ridiculous misses back in the olden days?  When you'd fail a to-hit roll and wind up shooting at the moon?  Or do I just misremember my characters leaning backwards and firing up?

Floride

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Re: MOV directioning
« Reply #6 on: October 16, 2013, 04:23:42 AM »
How did the game handle those ridiculous misses back in the olden days?  When you'd fail a to-hit roll and wind up shooting at the moon?  Or do I just misremember my characters leaning backwards and firing up?
To make the game miss in a demo, you need to change "Target Ent" to "Target Pos".
I tried it in your demo, and for some reason FROST always shoots forward in whatever direction the character is facing, regardless of the target:
Code: [Select]
0   662 MOV stop 0
0   662 FX OneShot 3100 POWERS/COLDCONTROL/FROST.FX 0
0   662 FXSCALE 10.000000 10
0   662 ORIGIN ENT 0 0
0   662 TARGET POS 3079.25 28 -5204.88

But this will shoot fire right at the target.
Code: [Select]
0   662 MOV stop 0
0   662 FX OneShot 3100 POWERS/FIRECONTROL/FLARES.FX 0
0   662 FXSCALE 10.000000 10
0   662 ORIGIN ENT 0 0
0   662 TARGET POS 3079.25 28 -5204.88

You need to use a different FX to aim it, "FROST" aint workin.
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Codewalker

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Re: MOV directioning
« Reply #7 on: October 16, 2013, 05:10:28 AM »
How did the game handle those ridiculous misses back in the olden days?  When you'd fail a to-hit roll and wind up shooting at the moon?  Or do I just misremember my characters leaning backwards and firing up?

Hmm, good question. I do remember some extra pitching there, unless my memory is playing tricks on me. Maybe it's something that just isn't accessible from demorecords.

goodtime

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Re: MOV directioning
« Reply #8 on: October 16, 2013, 06:32:02 PM »
Hmm, good question. I do remember some extra pitching there, unless my memory is playing tricks on me. Maybe it's something that just isn't accessible from demorecords.
That's what I meant by whatever handled the hit detection, but wasn't very clear for lack of game engine knowledge.  :/   

Sin Stalker

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Re: MOV directioning
« Reply #9 on: October 16, 2013, 09:39:10 PM »
I remember being in the air and having the character lean forward and shoot below with their whole body curved.

The character has ice powers so using flares wouldn't work. XD

Sonic Moonbeam

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Re: MOV directioning
« Reply #10 on: February 10, 2014, 05:03:48 AM »
Hey, Sin, I have not been around in a while and just catching up if you still need help with this one.

Its true this ice power is not directable since it shoots in a straight line. Normally you could change
the ORIGIN to POS X Z Y and TARGET to POS X Z Y but not in this case.

What you CAN do, is add in another PUDDLE and then switch all of Frostburgs FX lines
(FX, FXSCALE, ORIGIN, TARGET) to reference 645 (the new PUDDLE) and use
the code below for POS. What I did was used that PUDDLE's PYR to (P)itch it forward a little to
give the angle you wanted and it will be invisible so only the FX shows. Then moved it about
to get a good position so it interacts with Frostburgs HEAL MOV.
Code: [Select]
0   645 NEW PUDDLE
0   645 NPC Puddle
0   645 POS 3083.0625 32.421875 -5201.140625
0   645 PYR -.5 -2.135302 -0
0   645 HP 100
0   645 HPMAX 100

I might have moved Frostburg around, too so here is his POS (since I was trying other things)
Code: [Select]
0   662 POS 3086.0625 28.421875 -5201.140625


Try that is see if it is what you wanted.
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