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User avatar   Skilled Modder Skilled ModderMember since: 29.10.2007, 07:14Posts: 777 Likes: 8
 

 Post Topic: Melee Fists weapon problem
PostPosted 27.06.2012, 09:44 
Hello guys, I have setup a basic "Zombie" AI (based on the excellent thread started by Grim in this forum), using my custom character and all. Everything works perfectly, but every time the character attacks I get a warning:
Code:
[Warning] CWeapon::SetCurrentFireMode - Requested fire mode, 'Burst', not found for weapon 'Fists018'
The weird thing is that of course the character is told to use his fists (since it's a "melee" attack in the GoalPipe). And to be sure I have setup and assigned an equipment pack comprised solely of the default "Fists".

The other thing is when I look at the weapon file (\Game\Scripts\Entities\Items\XML\Weapons\Fists.xml) I see the animations for punching (in third person) are called melee_punch_swing_left and melee_punch_right. Yet, when I look at the SDK Agent animations, the melee animations are called melee_punch_fwd_right_hit and melee_swing_left. How does the engine know which is which, since the names don't match?



User avatar   Experienced Modder Experienced ModderMember since: 22.04.2012, 15:00Posts: 411 Likes: 6
 

 Post Topic: Re: Melee Fists weapon problem
PostPosted 12.08.2012, 13:55 
Have you figured this out? I saw that the names are referenced in the HumanMaleUpperBody.xml animation graph as properties for the Signal Input. But...how do they map to the proper animations?

Where you able to incorporate your melee actions into a custom animation graph? Do you create a new melee view and set it up similar to the upper body's view.


User avatar   Skilled Modder Skilled ModderMember since: 29.10.2007, 07:14Posts: 777 Likes: 8
 

 Post Topic: Re: Melee Fists weapon problem
PostPosted 12.08.2012, 14:07 
As you said, the important thing to remember here is that the anim target names in a weapon .xml file are signal names sent to the animation graph, not animation names.

Yes I was able to do that by creating a new view ("Attack") where I created a new state, fed it the melee animation itself and added the Signal criteria with a new custom signal name corresponding to the desired attack. And this is the name I call in the weapon .xml file.

I'm still working on this system though, so I'm sure to discover other "quirks" or problems along the way...

Oh, just a precision: So far I'm just using a full body anim graph. I'm not sure how that would work with an additive animation in the upper body graph. I might try that at some point.


User avatar   Experienced Modder Experienced ModderMember since: 22.04.2012, 15:00Posts: 411 Likes: 6
 

 Post Topic: Re: Melee Fists weapon problem
PostPosted 12.08.2012, 15:46 
Gotcha, cool..I'll try that! I was heading down that path, I'm glad to hear someone has already traveled it with some success. :D


User avatar   Experienced Modder Experienced ModderMember since: 22.04.2012, 15:00Posts: 411 Likes: 6
 

 Post Topic: Re: Melee Fists weapon problem
PostPosted 17.08.2012, 03:56 
I am also getting this error also about the "Requested fire mode, 'Burst', not found for weapon 'FistsXXX' " :rolleyes:

I turned on ai_debugDraw 1 and I can see that at no point does the fire-mode ever go to Burst, yet the warning persists.