Adding Custom Emotes: Difference between revisions
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Latest revision as of 10:02, 6 February 2020
- Add your animation to data/player_library/animations/<gender>
- Ideally one each in male, fem, huge
- Create a file in data/sequencers/player called emotes_(yourname).inc
- You can put multiple emotes in the same file
############################################################# ## Teabag Emote ############################################################# Move Teabag_Pre Requires EMOTE TEABAG Priority 2 Interrupts <IRQEmotesALL> <IRQEmotesCombat> #<IRQEmotesRighthand> <IRQEmotesLefthand> <IRQEmotesDualhand> <IRQEmotesShield> Include sequencers\Members\Emotes_Idle.inc NextMove Teabag Flags FIXARMREG Type male Anim male\emote_teabag 1 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type fem Anim fem\emote_teabag 1 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type huge Anim huge\emote_teabag 1 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd MEnd Move Teabag Include sequencers\Members\Emotes_Idle.inc NextMove Teabag_cycle Flags FIXARMREG Type male Anim male\emote_teabag 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type fem Anim fem\emote_teabag 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type huge Anim huge\emote_teabag 10 PlayFX generic\teabag.fx 0 CONSTANT TEnd MEnd Move Teabag_cycle Include sequencers\Members\Emotes_Idle.inc Flags CYCLE FIXARMREG Type male Anim male\emote_teabag 1 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type fem Anim fem\emote_teabag 1 PlayFX generic\teabag.fx 0 CONSTANT TEnd Type huge Anim huge\emote_teabag 1 PlayFX generic\teabag.fx 0 CONSTANT TEnd MEnd
In the first Move, the Requires line tells us what triggers this move, in this case the EMOTE flag AND the TEABAG flag, change TEABAG to something unique to your emote (this is your STATE BIT) (see notes on the sequence bits lower down for more details).
NextMove tells us where we go after this move finishes. So we go Teabag_Pre -> Teabag -> Teabag_Cycle. The CYCLE flag tells us to not move on. To have a varying cycle, you can add CycleMove lines:
Flags FIXARMREG CYCLE CycleMove Invention_cycle CycleMove Invention_cycle CycleMove Invention_examine CycleMove Invention_ponder
Which, I assume, means a 50% chance to replay invention_cycle (where this came from), and a 25% chance of moving to each of the others.
There is a type entry for each gender, telling us where to find the anim and what fx to play.
- Add your include file to the bottom of data/sequencers/player/emotes.inc
... Include sequencers\player\emotes_SteampunkBooster.inc Include sequencers\player\emotes_(yourname).inc
*Add your state bit to data/sequencers/statebits.statebits
... StateBit CRY StateBit YOURBITHERE
You can't add bits to the sequencer without recompiling the server. Easy enough long term, but it means you can't easily make an emote modpack to throw at any old random server. Instead, try using combinations of existing bits, such as ONE and VARIATIONA for now.
- Add your emote to data/defs/emotes.def
Emote CustomEmote anim_EMOTE, anim_YOURBITHERE { }
- Rebuild your bins, see which ones have updated and put those into your test server/client
- data/server/bin/emotes.bin
- data/bin/sequencers.bin