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More Titan Projects => Icon => Topic started by: Noyjitat on December 28, 2013, 12:40:08 AM

Title: I really need some way to get powers to actually animate
Post by: Noyjitat on December 28, 2013, 12:40:08 AM
Got videos I'm working on but I can only do so much without powers. We have punches and kicks but maces and guns disappear when you type the /mov command for them. And other than a very few select powers nothing elemental, energy etc works. No fireblasts, energy, dark or psi. Or perhaps some commands exist that I don't know of?

I wish I had the knowledge and time to learn how to make demofiles and code them but I don't. And since we don't have a playable version of the game to load up the trusty arena or some zone,  icon is the only way for me to make these videos.

I'm using icon as a way to tell my story for an animation series  that I one day hope to have out in the entertainment world. So I won't be posting it on youtube or anywhere for public eye or the evil people at disney to steal. It's simply a thing being passed between only the closest friends. I'm too afraid of someone stealing my ideas you know.

But icon gives me a way to take the story in my mind and put it out there visually for friends to enjoy. It's going to make it easier to brainstorm and when the time comes I'll actually use my own art and make it available to others (once everything is legal and trademarked)
Title: Re: I really need some way to get powers to actually animate
Post by: Drauger9 on December 28, 2013, 07:31:24 PM
This isn't really helpful but... I'm not sure how much time you spent in CoH. As for myself, I can still visualize how some of the powers would interplay with each other. Like the elec/ice controller I've been drooling over the past couple of months. I've played both power sets with different primary/secondaries. Elec/Emp and Ice/Ice so I can visualize how the Elec and Ice powers would interplay to some degree. If your able to do the same, the maybe all you'll actually need is Icon to help materialize the look of the characters you have in mind. Then let your visualization and your own creativety work it's magic for the powers your characters have.

I myself had thought about (when CoH was still running) using demo record to make my own make shift anime. Where the cast was a heavy metal band. Keeping Metal alive in a post appocaliptic world. LOL! The lead singer was going to be an SS/Fire brute. :P From one of my mains in the game. With most of my other favorites being other band members and roadies.

Take care. :)
Title: Re: I really need some way to get powers to actually animate
Post by: Garble on December 28, 2013, 07:54:54 PM
Sadly there's currently no way to use powers inside the maps in Icon. Though, if you're a pro at video editing, you could make video of the powers from inside the costume editor and merge them with video from inside the maps.

It's not the same as being able to use powers in the game but here are some ways to use the current features of Icon to help make some effects.

Mov animations that feature special effects:

BLUE_SPELLCAST_BLINDING
BLUE_SPELLCAST_CYCLE
BLUE_SPELLCAST_CYCLE2
BLUE_SPELLCAST_LEVITATE
DEMUTATE
DEMUTATE_POSTCYCLE
ENC_PLANTTRAP_A   
ENC_PLANTTRAP_B   
ENC_PLANTTRAP_C
FAERIEWARP_RUNIN   
FAERIEWARP_RUNIN_POST   
FAERIEWARP_RUNOUT
GHOSTESCAPE
HERO_SPELLCASTFEAR
M_TRAINBOW_CONE   
M_TRAINBOW_HEAVY   
M_TRAINBOW_MID
MAGICWALK_A
MIRRORSPIRIT_TELEPORT
ORACLEFLOAT_IN
ORACLEFLOAT_OUT
PRESTIGE_SELFDESTRUCT
SIGNATURE_TELEPORT_PRE
SPELLCAST_BALLCAST   
SPELLCAST_BLINDING   
SPELLCAST_CYCLE   
SPELLCAST_CYCLE2   
SPELLCAST_CYCLE3   
SPELLCAST_LEVITATE   
SPELLCASTFEAR
TV_WARP_IN

Useful NPC models for creating special effects:

Ball_of_Light
Cloud_of_Ice
Croatoa_Dark_Fog
Crystal_Ball
Fireball
Floating_Fire
Force_Field
Giant_Robot_Jets
Hellion_Roof_Fire
Hellion_Window_Fire
Light_of_the_Well
Lightning_Bolt
Roof_Fire_Unselectable
Storm_Void
Storm_Vortex
Window_Fire_Unselectable
Witch_Rift
Witch_Rift_Multi
Title: Re: I really need some way to get powers to actually animate
Post by: Drauger9 on December 29, 2013, 07:13:17 PM
Nice Garble :) Even though I'm not the poster. I can image how helpful this could be. :)
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on December 29, 2013, 10:24:16 PM
Quote from: Garble on December 28, 2013, 07:54:54 PM
Sadly there's currently no way to use powers inside the maps in Icon. Though, if you're a pro at video editing, you could make video of the powers from inside the costume editor and merge them with video from inside the maps.



Is such a thing possible with sony vegas? That sounds a bit like layering images but how would you go about selecting part of a video to overlay onto an existing video? I only recently picked it up again.

Thank you for the other mov commands, I missed some of those and perhaps I can use them as well.
Title: Re: I really need some way to get powers to actually animate
Post by: Drauger9 on December 30, 2013, 12:30:28 AM
QuoteIs such a thing possible with sony vegas? That sounds a bit like layering images but how would you go about selecting part of a video to overlay onto an existing video? I only recently picked it up again.

I have no video editing experience so this may be way off but could you possible do something like a green screen? Where the character doing the animations are at the for front and the scene you want them in is the background? Just a suggestion. :)
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on December 31, 2013, 06:13:29 PM
Sequencer State Bits, maybe?

See this thread (http://www.cohtitan.com/forum/index.php/topic,8967.0.html).

You'll have to learn how to use them, however.

Which involves digging through a large text file.

Just my suggestion.

:D
Title: Re: I really need some way to get powers to actually animate
Post by: wyldhunt on January 01, 2014, 02:24:18 PM
Unfortunately, I don't think seqbits can really help here. I have made available a better mapping of MOVs to SEQBITS at https://drive.google.com/file/d/0B5FhLhcBjWhvMUc0UEtCWVRMUGM/edit?usp=sharing (https://drive.google.com/file/d/0B5FhLhcBjWhvMUc0UEtCWVRMUGM/edit?usp=sharing).  What this really shows is that all seqbits are accessible through their mov commands. They seem to have the same effect in Icon regardless how they're called. For example, "/mov 1_ROLLDICE_PRE" and "/seqbits EMOTE ROLLDICE HIGH" both show the same animation/effect.

Just to see what would happen, I went through a few of the Dual Wield movs/seqbits, and I didn't come across any that spawned fx/weapons, even for a character created with the Dual Blades powerset. Here is some more on weapons movs: http://www.cohtitan.com/forum/index.php/topic,9387.0.html (http://www.cohtitan.com/forum/index.php/topic,9387.0.html).

Noyjitat, you already have what I know about toggle powers from here http://www.cohtitan.com/forum/index.php/topic,9216.0.html (http://www.cohtitan.com/forum/index.php/topic,9216.0.html), so you can animate those in Icon (placing this link here to help others who come across this latest thread).

I am also interested in animating powers via Icon, since my purpose is supporting my sons using Icon to play in the CoX areas (as opposed to making movies), however it doesn't seem we can animate many powers at this point. Even so, just being able to call up the maps, alter their content, and have characters move through the environment is great!
Title: Re: I really need some way to get powers to actually animate
Post by: Arcana on January 02, 2014, 07:43:00 PM
Its been a while, but if memory serves weapons being visible was a statebit thing, not a sequence bit thing.  Unless there's a way to set statebits from within Icon, I'm not sure a general way to visibly draw weapons exists.  Although technically speaking, Icon has a way to ad hoc set a state bit, so its possible the Icon gods could provide for this functionality in theory.  Its happening when you hit "1" to fly.  Fly is a toggleable statebit.

Its been about four years since I last discussed this with BaB, so I could be a bit rusty here.
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 24, 2014, 09:58:57 PM
Hey so I figured out how to do masking and layering in vegas. Now I could make it almost perfect if it were possible to change the background image in the costume creator, right now I can just use the night and daytime button to make it almost white or almost black but if it were possible to change that image to just a white image it would be great.

Not sure if its possible but if I had to guess a certain pigg file just contains a image for that background and its as simple as swapping out the file
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 24, 2014, 11:34:01 PM
Quote from: Noyjitat on January 24, 2014, 09:58:57 PM
Hey so I figured out how to do masking and layering in vegas. Now I could make it almost perfect if it were possible to change the background image in the costume creator, right now I can just use the night and daytime button to make it almost white or almost black but if it were possible to change that image to just a white image it would be great.

Not sure if its possible but if I had to guess a certain pigg file just contains a image for that background and its as simple as swapping out the file

Yes, that's correct.

What you want is this folder structure:

data/texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background.texture (Normal Default Creator BG)
data/texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background_dark.texture (Dark BG)
data/texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background_light.texture (Light BG)

"Charecter" isn't my typo btw, it's that way in the files.

stage1b.pigg if you're curious, however the pigg that this stuff is in shouldn't matter.

You're going to need to make your white image into a .texture, then make sure it fits dimensions.

1024 x 1024 works.

Here's my working white background image texture, if you want.

https://dl.dropboxusercontent.com/u/53520447/background.texture (right click save as, for whatever reason it opens up in your browser..)

:)
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 25, 2014, 07:21:13 PM
Ok stupid question... how do I make a new pigg file or modify the existing pigg? I found all of that in pigg viewer but I can't seem to delete the existing files within or paste the new ones into the program. I know it's called "Pigg Viewer" hence the name its for viewing only... but it seems to be the only program I can find that opens that file type.
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 25, 2014, 08:02:00 PM
Quote from: Noyjitat on January 25, 2014, 07:21:13 PM
Ok stupid question... how do I make a new pigg file or modify the existing pigg? I found all of that in pigg viewer but I can't seem to delete the existing files within or paste the new ones into the program. I know it's called "Pigg Viewer" hence the name its for viewing only... but it seems to be the only program I can find that opens that file type.

What you're asking is impossible, as far as I know.

You don't need to mess with the piggs at all to replace the creator background.

You must create a folder named "data" in the folder of the game version you use to run Titan Icon. The one with your cityofheroes.exe and all.

Then create these paths inside that "data" folder you just made.

texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background.texture (Normal Default Creator BG)
texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background_dark.texture (Dark BG)
texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background_light.texture (Light BG)

If that's confusing, then just create "texture_library" in "data" and keep making the new folders inside each other in "texture_library".

texture_library -> GUI -> CREATION -> HybridUI -> CharecterCreationUI (then place your background.texture here)

Run Icon, and boom, white BG.

My background.texture will only work for the default not dark/light BG though, so yeah.

Sorry, I hadn't realized you didn't know about the data folder before.

Hope this helps.

:-[
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 25, 2014, 09:01:30 PM
Really see that was my first thought when you mentioned folders, but I already had a data folder and a textures library folder. So I created the GUI folder and all the others contained and it kept giving me an error about a mis named fiile when I tried to launch the game. So I looked at the actual pigg file and assumed you were talking about that instead.
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 25, 2014, 09:04:51 PM
Quote from: Noyjitat on January 25, 2014, 09:01:30 PM
Really see that was my first thought when you mentioned folders, but I already had a data folder and a textures library folder. So I created the GUI folder and all the others contained and it kept giving me an error about a mis named fiile when I tried to launch the game. So I looked at the actual pigg file and assumed you were talking about that instead.

Hmm.

Are you using the Beta version of the game or another one?

That's strange, I'd need to see the error or you to show me pictures of your data folder, or something.

I tested what I told you on my Icon install earlier, it worked right away, I wasn't even using any GUI folder or creator background changes before.

??? :o
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 25, 2014, 09:18:31 PM
File "texture_library/GUI/CREATION/HybridUI/CharecterCreationUI/background_dark.texture" is misnamed, containing texture named "background"!

It's titan icon 1.71

I would like to point out at some time or other the new power customization stuff that was on the beta server disappeared. The UI for the power pools and epic pools is no longer in my character creator... I downloaded issue 24 beta on the savecoh.com site recently actually when I thought something might be broken
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 25, 2014, 09:22:35 PM
(https://images.weserv.nl/?url=imagizer.imageshack.us%2Fv2%2F1024x768q90%2F835%2Fktxm.jpg)
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 25, 2014, 09:25:24 PM
Oh.

Well, that seems like a simple enough fix.

Move the dark and light texture files out of there, leaving only the background.texture

Is that background.texture the one you downloaded from my post in this thread, or no?

If it is, it SHOULD work when you go to try Icon with just the one background.texture file.

If it doesn't work, just report back.

:D
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on January 25, 2014, 09:32:22 PM
It seems to work now. Thanks alot
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 25, 2014, 09:35:03 PM
No problem, man.

I don't have a clue about the power pools and such, though.

Odd.
Title: Re: I really need some way to get powers to actually animate
Post by: MWRuger on January 27, 2014, 07:55:54 PM
Couldn't you just use NO_CLIP in a mission map and move out the spawn door? Nothing there but blackness.
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 27, 2014, 10:02:35 PM
Quote from: TheDevilYouKnow on January 27, 2014, 07:55:54 PM
Couldn't you just use NO_CLIP in a mission map and move out the spawn door? Nothing there but blackness.

Err... did you post this in the wrong thread, perhaps..?

Since I don't see any mention of spawn doors in this one..

AFAIK, every time you go through a "spawn door" the game loads an entirely different map for your mission.

Definitely not like how you can find interiors of buildings in zone maps like Atlas Park.

Considering you don't get a loading screen, though... maybe when you're in generic mission maps, they're all floating in the abyss?

For instance, if you enter an office area elevator, that probably takes you from one floating abyss chunk of map to another..

Hmm..

:o
Title: Re: I really need some way to get powers to actually animate
Post by: Aggelakis on January 28, 2014, 01:05:07 AM
No, it's relevant. One part of Noyjitat's request was to get a black background.
Title: Re: I really need some way to get powers to actually animate
Post by: Arachnion on January 28, 2014, 01:28:59 AM
Well I feel silly now.

;D
Title: Re: I really need some way to get powers to actually animate
Post by: Takinalis on March 03, 2014, 05:37:44 PM
I've been playing with the Dev version of Icon...

I've been able to use and animate custom weapons.

It's a bit of a pain... still have to build a ton of menus.

http://www.cohtitan.com/forum/index.php/topic,8967.msg128042

I've had perfect luck so far with Titan Weapons...
/seqbits EMOTE PROFILE WEAPON COMBAT 2HLARGE ATTACK UPPERCUT QUICK ALTERNATE SPAWNSIDE

EDIT
Been playing with more weapons.... uh Titans are the only ones that seem to work. You can brandish any weapon if you play enough, but you can only attack with Titan.
Title: Re: I really need some way to get powers to actually animate
Post by: Arcana on March 18, 2014, 08:50:15 AM
Quote from: brandoncomputer on March 03, 2014, 05:37:44 PMI've had perfect luck so far with Titan Weapons...
/seqbits EMOTE PROFILE WEAPON COMBAT 2HLARGE ATTACK UPPERCUT QUICK ALTERNATE SPAWNSIDE

EDIT
Been playing with more weapons.... uh Titans are the only ones that seem to work. You can brandish any weapon if you play enough, but you can only attack with Titan.
It works because Titan weapons attack animation attack bits happen to always contain its mode bits (the bits that order the engine to display the weapons).  As far as I was able to determine when I last looked at this, this is only true for Titan Weapons
Title: Re: I really need some way to get powers to actually animate
Post by: Takinalis on March 18, 2014, 01:41:41 PM
OOPS! Forgot to click on page 2 and was replying to page 1!

:o

Actually though, I can reply to the above!

The Titan weapons and Large Staves as well display because they have looping animations attached to the actual weapon skeleton. The Raluruu swords are similar, but the animation only loops once. Meaning you might get one attack in before they disappear!

[edit]
For those interested, I did post a list of melee weapon fx that can be applied directly to costume files. These weapons display and attack! I'll find the URL... give me a minute...

http://www.cohtitan.com/forum/index.php/topic,9216.msg139127.html#msg139127

Also, to slick these easier (and to shamelessly self promote my [free, open source] software) some peeps may want to get familiar with CoXMacroDrive.
Title: Re: I really need some way to get powers to actually animate
Post by: Arcana on March 19, 2014, 06:59:36 PM
Quote from: brandoncomputer on March 18, 2014, 01:41:41 PMThe Titan weapons and Large Staves as well display because they have looping animations attached to the actual weapon skeleton. The Raluruu swords are similar, but the animation only loops once. Meaning you might get one attack in before they disappear!
Given the way you're attacking the problem, that might be true, but I think that's a symptom not the cause.  The problem is mode bits.

When the servers sent the command to execute an attack, there was a multi-step process they went through and one step was sending the sequence bits to execute the animation for the attack, which is what we do when we execute a MOV, or alternatively if you're using the dev version when we send sequence bits, like so: /seqbits COMBAT WEAPON DUAL ATTACK FIERCE (that's the Dual Blade tier 9).  But *before* that the server used to put us into combat mode, which players may remember used to also change our stance to the more aggressive standing emote - like if you were melee and tried to activate an attack but your target was in range.  Your weapons would draw (if you had weapons) and you'd enter that battle stance, but of course no actual attack animation would play.  That's the server putting you into combat mode prior to the attack (which can't happen because nothing's in range).  Those mode bits were different for different kinds of attacks, and for the weapon sets those bits also instruct the client to draw the weapons (visual draw them, not like weapon draw).

Try this: /seqbits COMBAT WEAPON DUAL DUALHAND on a player character that has dual blades.  For an instant, the player starts going into the aggressive stance (COMBAT) and also draws the dual blades for one frame (WEAPON DUAL DUALHAND).  The problem is that I can set those bits with that command, but then they expire one frame later and with it their effects go away also.  The server used to take care of that by setting those bits on and keeping them on, but Icon doesn't have that capability.  Its not necessary for the animation bits because all you need to do is set them once and the animation sequencers take over and perform the sequence of animation steps to execute that command - the bits don't need to stay set.

If you do this: /seqbits COMBAT WEAPON DUAL ATTACK FIERCE and while the animation is playing you do this: /seqbits COMBAT WEAPON DUAL DUALHAND if you're quick enough you just might catch a flash of the blades being drawn for one frame.  But that's why the weapons don't work.  Its because Icon doesn't have a way to toggle those bits on and keep them on for the duration of the attack.
Title: Re: I really need some way to get powers to actually animate
Post by: Codewalker on March 19, 2014, 07:29:26 PM
Quote from: Arcana on March 19, 2014, 06:59:36 PM
and one step was sending the sequence bits to execute the animation for the attack, which is what we do when we execute a MOV, or alternatively if you're using the dev version when we send sequence bits, like so: /seqbits COMBAT WEAPON DUAL ATTACK FIERCE (that's the Dual Blade tier
9).

The server sends a mov index, the equivalent of a MOV command in a demorecord or Icon.

What /seqbits does is closer to the processing that happens serverside in order to determine which MOV to send.

This is confusing somewhat in that the client has a sequencer of its own, and uses it for local movement prediction for the player. It doesn't normally process any bits other than that, however, but it's fully functional and capable of doing everything the sever sequencer can. /seqbits taps into that.

The power customization screen also takes advantage of the client-side sequencer, but in actual gameplay it just uses the MOV indices sent from the server. From what I understand of the power customization screen, it's a bastardized copy and paste of how powers animate, but stripped down and modified with all sorts of special case conditions to make them look okay without a real target..

With all rules there are exceptions, and there are a few rare and special sequencer bits that the server does have control over and get sent to the client. These show up as the extra number after MOV commands in demorecords, as the current state comes in the same network packet as MOVs. They control weapon state, shield state, and a few miscellaneous bits like HOVER that the client needs for accurate movement prediction. Out of the thousands of sequencer state bits, only 11 get this special treatment.

I could probably add a command to Icon to control those; though you might have to know the magic numbers to get it to work since there's no lookup table in the data files anywhere. Fairly basic binary OR though.
Title: Re: I really need some way to get powers to actually animate
Post by: Arcana on March 21, 2014, 03:23:04 AM
Quote from: Codewalker on March 19, 2014, 07:29:26 PM
The server sends a mov index, the equivalent of a MOV command in a demorecord or Icon.

What /seqbits does is closer to the processing that happens serverside in order to determine which MOV to send.

This is confusing somewhat in that the client has a sequencer of its own, and uses it for local movement prediction for the player. It doesn't normally process any bits other than that, however, but it's fully functional and capable of doing everything the sever sequencer can. /seqbits taps into that.
Ah.  I've honestly never fully untangled client-side prediction, or for that matter when the client or the server uses which engine to do what.  Its a peculiarity of the game design that the client and server share a large overlap in code, and the game hops back and forth between them in terms of what it decides to use under what circumstances.  I know what I've tested, and I know what I've been told, but I still interpolate what the code in between does most of the time, because there's only enough room in my brain for one goofy system implementation at a time, and Oracle ZFS is currently occupying that parking space.  As a result, I'm not good at telling the difference between what can be done, and what usually is done.

I sometimes heard the magic eleven state bits referred to as "code bits" because they were not purely data only, but implemented in special case code.  That's when I realized the animation engine programmer was a Cenobite.
Title: Re: I really need some way to get powers to actually animate
Post by: Takinalis on March 21, 2014, 01:28:24 PM
To be honest I don't know if a free server will ever be possible, and that's not the purpose behind Icon or my software I've been producing lately, so we (well I at least) need to be frugal with our time here in automating the CoX client for what purposes and in which fashion.

My money for continued game play is on a Plan Z spiritual successor.

That's not to say your efforts are in vain Codewalker, I LOVE Icon!

Current valid [by valid I mean 'bang' for time] re purposing of the CoXClient seems to be posting static state files [demo records, custom map text files, custom map placement files, costume files] that the client can process in and of itself (or with a little push from automation software).

Me I look at the whole thing as a giant set of miniatures! Looking at it from this perspective gives me solid goals, but goals that don't line up with most hopefuls in the community. Also, my goal is obtainable, substantiated by the fact that it is obtained.

Now the question becomes what and which collectible tricks I can get working!

The OP of this post has the right ideal. I want to have collectible trick 'x'. Can it be done?

If I had to add one collectible trick to my wishlist it would be placing NPC's by XYZ and PYR without moving the player avatar (the map object mover cannot be automated with speed or accuracy, and the NPC placement has redundant memory locations for verification checks).

As far as adding a collectible 'trick' to set statebits, I would love to see it happen too! That would keep me busy for HOURS I'm sure ;p

Oh, and it's relevant to the OPs request. Full circle! I knew I'd get there sooner or later.
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on May 29, 2014, 01:25:05 AM
hey, Don't suppose anyone has figured out how to make npcs use their abilities? I'm trying to get a warwalker to fire his cannons or a Bcu to use his plasma chain gun. Doesn't matter to me if it ends up going to point 0,0,0 like the costume trick does. Click them and type some sort of command?

I found the effects for a warworks plasma chaingun ENEMYFX/Praetorian/Warworks/PlasmaFullAuto_Attack.fx
and its mov CLOCKWORK_CHAINGUN_FULL_AUTO
Title: Re: I really need some way to get powers to actually animate
Post by: wyldhunt on May 30, 2014, 03:00:17 PM
According to Codewalker, as of v1.5, Icon does support using the /mov command on NPCs (http://www.cohtitan.com/forum/index.php/topic,7288.0.html (http://www.cohtitan.com/forum/index.php/topic,7288.0.html)). I haven't tested /seqbits on NPCs with the latest "dev" version of Icon (don't have time just now), but I have a feeling it'll work too. Knowing all that, it's all back to the same issues we have with animations on all avatars. Also, you can target an NPC and use /load_costume, so an .fx used in the costume file will likely work just like for your own avatar - I know it does for the fx lines I used for The Amber Fist. You should test with the .fx you named and see whether that works.
Title: Re: I really need some way to get powers to actually animate
Post by: wyldhunt on June 01, 2014, 06:09:31 PM
I spent a bit more time thinking on what you're trying to accomplish here, Noyjitat, and realized that none of what I'd suggested does exactly what you're after. Here is all the stuff we have close to what you want:

1. /loadcostume with an .fx line will play the fx, with any targeting done using coordinates 0,0,0 on the current map.
2. /spawn_npc (and /be_npc) which spawns an NPC (or loads the NPC's costume onto your own avatar).
3. /mov and /seqbits, which can be used on an NPC/self for animations (and in some exacting situation, object spawns associated with the animations).

However none of this allows us to trigger an .fx on an NPC. I don't see a /savecostume (and doubt such would save fx power information in any case), so we couldn't use a workaround of /benpc and /savecostume. Also, we don't have a command to directly trigger .fx lines at the moment (at least not that I know of). So, I'm at a loss on this one.
Title: Re: I really need some way to get powers to actually animate
Post by: Takinalis on June 12, 2014, 07:25:15 PM
You can get NPC's to fire FX.

http://www.cohtitan.com/forum/index.php/topic,9705.msg139731.html#msg139731
Title: Re: I really need some way to get powers to actually animate
Post by: Noyjitat on June 13, 2014, 11:17:55 PM
Quote from: wyldhunt on June 01, 2014, 06:09:31 PM
I spent a bit more time thinking on what you're trying to accomplish here, Noyjitat, and realized that none of what I'd suggested does exactly what you're after. Here is all the stuff we have close to what you want:

1. /loadcostume with an .fx line will play the fx, with any targeting done using coordinates 0,0,0 on the current map.
2. /spawn_npc (and /be_npc) which spawns an NPC (or loads the NPC's costume onto your own avatar).
3. /mov and /seqbits, which can be used on an NPC/self for animations (and in some exacting situation, object spawns associated with the animations).

However none of this allows us to trigger an .fx on an NPC. I don't see a /savecostume (and doubt such would save fx power information in any case), so we couldn't use a workaround of /benpc and /savecostume. Also, we don't have a command to directly trigger .fx lines at the moment (at least not that I know of). So, I'm at a loss on this one.

Yes thanks to your response long ago and other comments I have been using the costume thing for awhile but until I can figure out how to add costume parts not present in the costume creator that npcs like the BCU and Warwalker use such a trick won't work. Right now I have to put 2 invisible npcs with the fx on them near the war walkers guns for him to fire or one near the gun of the bcu for it to fire.

Quote from: brandoncomputer on June 12, 2014, 07:25:15 PM
You can get NPC's to fire FX.

http://www.cohtitan.com/forum/index.php/topic,9705.msg139731.html#msg139731

I read that thread before brandon and I don't understand your instructions. Make it idiot proof for me or more clear if you don't mind.
Title: Re: I really need some way to get powers to actually animate
Post by: Takinalis on July 11, 2014, 03:48:28 AM
OK

SO the fx gets saved into a file on the root of c:\ called tfx.txt

c:\tfx.txt
One line
================
my\power\precise.fx
================

/fxontarget 1
/fire1