Another scripts and theory question about BOD

Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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prospero
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Post by prospero »

I like that.[8D] Great skelly FX too.

Sir Random
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Post by Sir Random »

Thanks,
Skelly FX inspired by a childhood of watching 'Tom & Jerry' and an adulthood watching 'Itchy & Scratchy' [:D]

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Trinitron
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Post by Trinitron »

Good evening, my friends.[:)]

I'm back to BLADE again.[:p] Now I have chance enter to Internet with help my computer through mobile phone.
I'm back that to continue my MOD. I have got a question which wanted to ask long ago.

When character runs over a strong oblique surface then he falls always, thereby motion stops. All the same, if he runs over the surface wich built of LED or over objects wich made of 3DMax. Will it possibly repair? For example, amplify gravitation to the surface.

If I'm expressing understand...
Cheers, Sergey.

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Post by Sir Random »

Hi Trinitron,
I don't understand your question. Do you want Player1 to walk on slopes without slipping?

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Trinitron
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Post by Trinitron »

Hi Sir Random. Yes, that it wouldn't fall, when goes/runs on very strong slopes or goes down downwards on high steps.

/EDIT:

<s>Somebody could start Led in Windows7? Pprogram start (even in a mode of compatibility with Win Xp Sp3) isn't started and throws out me on a desktop.[B)]</s>

/EDIT:

I can fix it.[:D]

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Post by Sir Random »

Have you tried changing the value in Scripts\BipedBiped.py:

Bladex.AddFloorCTolerance("slip",10)

I don't know if that value (10) can be changed in a mod (without creating a new race).

EDIT\

Ok, I found a way to make slopes walkable. This code will make any sector non-slip:

sect=Bladex.GetSector(x, y, z)
sect.TooSteepAngle=1.0


To make <i>any</i> slope slippery, use:

sect.TooSteepAngle=0.0


Values between 0.0 and 1.0 determine what angle of slope will make Chars slip. Default=0.785

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Trinitron
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Post by Trinitron »

I create five sector's and copy your's code in DeFuncs.py.
But before start game, in console I've error's message:

Code: Select all

File "Cfg.py", line 84, in ?
    execfile("DefFuncs.py")
  File "DefFuncs.py", line 1400, in ?
    sect.TooSteepAngle=0.0
TypeError: attribute-less object (assign or del)
In DeFuncs.py:

Code: Select all

sect=Bladex.GetSector(-142000, 130000, -11000)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(136000, 130000, -1250)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-130000, 130000, 8000)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-119250, 130000, 15000)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-107000, 130000, 16750)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-98500, 130000, 16000)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-88750, 130000, 13750)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-82000, 130000, 10250)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-76750, 130000, 5750)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-79000, 130000, -17750)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-74000, 130000, -10750)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-72750, 130000, -5250)
sect.TooSteepAngle=0.0

sect=Bladex.GetSector(-73750, 130000, 1250)
sect.TooSteepAngle=0.0
or sect.TooSteepAngle=1.0

Why?[B)]

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Post by Sir Random »

"TypeError: attribute-less object (assign or del)"


This means that the x,y,z is wrong (not inside a map sector)

Try one sector at a time, to find out which sector is wrong.


EDIT\

The second sector is (136000, 130000, -1250).
Should it be (<font color="green">-</font id="green">136000, 130000, -1250)??

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Trinitron
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Post by Trinitron »

Thanks for help SR. All works perfectly.[:)]

All extends it on objects made in 3D Max? For example, if I've created an inclined surface from big boards (Tabla_XL).

btw. Check your e-mail, I send message few days ago.

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Post by Sir Random »

I don't know if it's possible to change how Blade calculates an object's slope. It must be calculated dynamically, because objects can change orientation during the game.

If the boards don't need to move, you could replace them with sectors, using Tabla_XL texture.

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Tomash
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Post by Tomash »

Hi all :)

Can someone tell me about what the args of the method SetTmpAnmFlags mean?

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Post by Sir Random »

Hi Tomash,

I don't know what all the args are for, but here's what I do know.

The 6 AnmFlags are: WUEA, MOD_Y, SOLF, COPY_ROT, BNG_MOV, HEADF


Accepted Values:

"WUEA" parameter:
WUEA_NONE=0 #It does not have to wait (relax , jog or similars)
WUEA_WAIT=1 #It has to wait , and is waiting to end it
WUEA_ENDED=2 #It has to wait , and it has just ended


"MOD_Y" ??

"SOLF" ??

"COPY_ROT" ??


"BNG_MOV" parameter:
BM_IDC=0
BM_NONE=1
BM_XYZ=2
BM_XZ=3
BM_2ANM=4
BM_SCRIPT=5

"HEADF" parameter:
HEADF_ENG=0
HEADF_ANM=1
HEADF_ANM2SEE=2
HEADF_ANM2ENG=3

I think the HEADF arg determines how the head behaves during the animation.

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Tomash
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Post by Tomash »

Thanks :)

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Post by Tomash »

Only recently I've understood what the term "Biped" means in Blade.
During the action like walking or jogging, the engine monitors the step-events of the animation. If action stops then engine "remembers" which step, left or right, was performed last. And when this action starts again then engine plays the animation not from the first frame but from the step of other leg.
For example:
If you start walking and perform right-step -> left-step -> right-step -> stop. Then when you'll start again you will do it with left-step even the first frame of the animation is right-step.

Same with the changing of direction of movement.

So, this stuff makes Blade's movement very realistic but the question is:

How can I use this stuff with python scripts? May be engine exports some functions, but I didn't found them

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Post by Harrison »

What do you think about functions in AnimationSet files:

AddAnmRStep
AddAnmLStep
AddAnmRRelease
AddAnmLRelease

I suppose that AddAnmRStep and AddAnmLStep functions use the moment of animation (number frame) when R_Foot or L_Foot part of character is placed on the floor. AddAnmRRelease and AddAnmLRelease functions use the frame number when R_Foot or L_Foot stand up from the floor.

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