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Move/Emote Popmenu

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Phaetan:
Move/Emote Popmenu, updated 8/17/2013
There are now two options, regular and legacy.  Both currently have 472 commands, but Legacy is for versions of Icon prior to 1.7.1 and likely will no longer be supported after 1.8 comes out.

Move/Emote Popmenu (Icon 1.7.1+ compliant)

Legacy Move/Emote Popmenu


__text of original post below__
Sorry, Codewalker, but Tacitala and I timed out while idling and decided to go ahead and finish our move and emote popmenu.

The link is here for download.

Last count was 451 different commands in the menu, so it's a decent selection, but nowhere near all of them.  Taci will be along later with her commentary and some caveats, but the big one for now is that some commands won't work on the player directly, but will work on an NPC dolled up as you via /loadcostume commands.  Stunt doubles are a minor inconvenience, but you can delete them if they demand hazard pay.

Please enjoy and feedback is welcome.

goodtime:
Wooo!   Thank you, thank you, thank both of you. 

Tacitala:

--- Quote from: Phaetan on August 11, 2013, 01:54:16 AM ---Please enjoy and feedback is welcome.

--- End quote ---

Especially since I'm sure that at least one spelling error will have still made it through the editing phase(s).

We started working on this menu with making static screenshots in mind- thus some of the usual emotes may be missing. One thing to note is that what we list as "movements" won't change the position of the character (RUNCYCLE won't make someone run, it will make them do the animation in place).  They will, however, look more like they are moving in a screenshot rater than just standing there.

As well, there will be several listing of mov's, such as talking, that look almost identical.  The difference in them may be as subtle of a change in timing or where in the animation cycle the move starts at.  Having these duplicates is on purpose because it makes it easier to have a screenshot of people using the same type of emotes but not being in sync with each other: such as a crowd of people talking at a cafe.

Unfortunately with the way movs we found are coded, you won't be able to have an animation with your character's personal weapon.  The mov would have just used the motion with the weapon invisible.  If anyone knows how to fix this by using different mov's please let us know and we will put them in. We miss our mace/shield users running around armed and ready!

As Phaetan said, the biggest problem in all of this: some moves don't work on the character you're currently "playing as".  Then again, it's often easier to set up screenshots with a double of your character anyway.

batqueen:
I found that there were multiples of many moves. This slowed me down on my own mov menu. I discovered that emotes with PRE on the back of them almost always worked on myself, and it took a couple of different walk cycles to make different citizens walk. Not everything would always work. I got used to- try it, if it don't work, try the next!

Thanks for making this! It's been needed for a long time, and really goes hand in hand with the npc menu! It's good to have various critters around, but you want 'em doing something besides looking off in random directions, idling the day away...   ;)

Phaetan:
Thank you for the "_PRE" tip; we'll have to see if that will work and make more of them usable on self.  As it stands, while testing I sort of felt like an Emp Defender. ;)

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