Author Topic: Bridge Extra Positioning  (Read 3482 times)

Offline Mark

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Re: Bridge Extra Positioning
« Reply #20 on: July 31, 2007, 12:14:11 PM »
its actually pretty simple when you get used to it, problem is that the whole system is too simplistic.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #21 on: July 31, 2007, 07:20:01 PM »
the animations i want are made for what i want to do.
its just that the game can't see the node for the guest seat in QB.

Offline Legacy

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Re: Bridge Extra Positioning
« Reply #22 on: August 01, 2007, 08:51:30 AM »
the animations i want are made for what i want to do.
its just that the game can't see the node for the guest seat in QB.

To be honest, i don't think the nodes nighthawk mentioned have anything to do with the positioning, honestly.
You just need to load an extra character using the bpcore and use the current seated animation for the guest, taking you want to do that with the galaxy bridge.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #23 on: August 01, 2007, 11:32:15 AM »
and the sove
I have no idea what your tlaking about. :o

Offline Legacy

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Re: Bridge Extra Positioning
« Reply #24 on: August 01, 2007, 12:08:55 PM »
and the sove
I have no idea what your tlaking about. :o

I suggest you take a peek at the bridge scripts, then you can understand what i mean for calling animations at the bridge file.

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #25 on: August 01, 2007, 12:26:22 PM »
PreloadAnimations am I right?

Offline Legacy

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Re: Bridge Extra Positioning
« Reply #26 on: August 01, 2007, 01:07:39 PM »
PreloadAnimations am I right?

Those are all the animations a bridge pre-loads for use.
Then at each crewmen .py file you have the ones they call for use.

Offline Mustang

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Re: Bridge Extra Positioning
« Reply #27 on: August 01, 2007, 01:25:00 PM »
So let me see if I understand this right.

You look through PreloadAnimations, find the animations you need, and then go into the crewman .py files and call those animations?

Offline Legacy

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Re: Bridge Extra Positioning
« Reply #28 on: August 01, 2007, 02:08:22 PM »
So let me see if I understand this right.

You look through PreloadAnimations, find the animations you need, and then go into the crewman .py files and call those animations?

More or less.
At this case that will work, but to add another crewmen to a bridge you need to create a new crewman.py file and load it as an extra character either the classic way bc does or using Bridge plugin.
In any case it'll be bridge specific and will need to have the initial position setup using the scripts/autoload/bridge.py

Offline CaptainGMAN

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Re: Bridge Extra Positioning
« Reply #29 on: August 01, 2007, 02:14:43 PM »
say that again i can't find it.

Offline Mustang

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Re: Bridge Extra Positioning
« Reply #30 on: August 01, 2007, 02:29:22 PM »
Okay, ima try this again:

Create a new crewman py, such as "GalaxyBridgeExtra.py", and then call up the character to the correct bridge, along with the animations?