[Script/Decorate] Player Movement Recognizer V3

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[Script/Decorate] Player Movement Recognizer V3

Postby Zanieon » Wed Nov 06, 2013 4:43 pm

Alright, the purpose of this script is reach the player's movement to a level that can make Doom engine looks like a more 3D engine, so this will work better with models and also sprites if those have the required animations for it.

It recognizes when player is running and walking Forward, Backward, Jumps or fall from ledges, enters in water (deep water sectors or 3DFloors whatever) and also have a support to make a custom idle taunt (animation only will fully play when player remains stopped, if he moves it will cut to the proper movement animations), plus this have extension to you make your own custom states too without any problem, so it really take it's function without damage any other thing present in Player's Actor.

The script is not compiled, so anyone who understand what the script does, can modify it in its favor.

Comes with two lumps only, the script itself, and a DECORATE of how to use it in the player's actor, testing this directly will result in nothing happening since it is just pure source code and needs to be compiled first.

If you manage to have all animation sets for models/sprites then the script final result should be like what you see in the characters in Hunter's Moon.

Download Player Movement Recognizer Version 3

Hope this will be usefull for anyone. :wink:
-Zanieon
Last edited by Zanieon on Tue Apr 11, 2017 5:14 am, edited 5 times in total.
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Re: [Resource, ACS] Movement Recognition

Postby Enjay » Wed Nov 06, 2013 4:47 pm

Some cunning stuff here but not as complicated looking as I thought it might be. Thanks for sharing.
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Re: [Resource, ACS] Movement Recognition

Postby Zanieon » Wed Nov 06, 2013 4:52 pm

Well, i tried explain at my best of how it works, the script itself its a bit hard to understand because it works as a diagram, that why the pile of IF/ELSE functions.
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Re: [Resource, ACS] Movement Recognition

Postby justin_see » Wed Nov 06, 2013 4:53 pm

Could be very useful. Good stuff.
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Re: [Resource, ACS] Movement Recognition

Postby Nash » Thu Nov 07, 2013 1:02 am

*Follow*
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Re: [Resource, ACS] Movement Recognition V2

Postby Zanieon » Thu Feb 26, 2015 2:31 pm

BUMP2YEARedition, improved the code alot and moved the stupid inventory checks to user vars.
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Re: [Script/Decorate] Player Movement Recognizer V3

Postby Zanieon » Sun Oct 04, 2015 9:06 pm

Another bump, improved script, extended it's functionality to differ running from walking movements and added example video.
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Re: [Script/Decorate] Player Movement Recognizer V3

Postby WARCHILD_89 » Mon Oct 05, 2015 4:16 am

gotta test this, looks pretty cool ;-), you could make a 3rd person shooter out of this :D, maybe something like Dead Space ...
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