working on a franz jæger safe, thought I should make one closed, one blown open with gold or documents in and one where the documents are taken. My question is this: is it possible to script this as a prefab for objective?
[model] franz jæger
Yes. Possible. Can you put models up for downloading.
EDIT i think it is better to put documents in an extra model. Otherwise, what is one going to carry, the whole safe with documents??? 
Also blow it’s door and take documents may be nice
btw… how did u write “ae”? … or copy from otehr page? 
Windows: exec charmap.exe, look for it, and you’ll find it’s ALT + 0230
(0198 for the upper case version)
Edit: You’ve to keep ALT pressed while typing the numeric combination btw 
Need following models: safe, broken safe, documents.
Maybe someone knows how to play anims also, then one could make a nice anim where the safe door opens after explosion.
And i need it now, i will be shortly not at my radiant os anymore.
hoi, here was happen a lot :), well aqcu the model is not yet finnished. and I tried to say that I am making one locked model, one blown with object(cant fix the animation… it just screws up when i do for some reason), and one blown without object.
or should the object be one model of its own?
wuthang: I am norwegian… we got æ ø å at our keyboard 
EDIT: forget it, missed your last post there AQCU… I will make safe_locked and broken safe.
will also make goldbars and documents that can go there
EDIT2: will give it a go on animation … you mean something like this:
http://lucky13th.org/thunderpwn/wp-content/uploads/2013/10/franz_anim.zip
Yop, am still here. Can you make the docs in two versions, one normal docs, and one translucent, like the translucent reddish goldbar stuff on the truck in goldrush, that would be perfect. Have it almost done, was getting a bit more complex than i planned
(added objective cameras even hehe)
There has always been docs models available since RtCW anyway, can be used as a separated entity?
I know nothing where to find and would be too lazy. Either it is handed to me or i won’t do anything
Just know where the goldbars are …
Îs this animation on md3 model? Can you give me an idiot proof description how to make it so i can also add it? If i can’t i will just add it without animation though and leave rest to you.
this is what i got time for atm, might work a bit more later this evening…
how you script in the animation i dont know… but there are 10 frames and you start at 1… MATEOS help him out here please
download: http://lucky13th.org/thunderpwn/wp-content/uploads/2013/10/animated_franz.zip
Nice. Well, i made it work
but buggy :). There are some options i already saw, need to try more. I think that is awesome actually. We could make monsters move and stuff 
This is what i see: after using playanim command at destroy event, safe opens, but at the end it tickles back and forth. I think this is due to anims not matching engine expected anims. There are some options to address this, but have no clues. First maybe you can read the playanim command here (under animations): http://games.chruker.dk/enemy_territory/scripting_reference.php#animations Then maybe we could try what it says there: “NOTE: The source animation must be at 20fps.” You know what it means?
EDIT it seems it flips back and forth between frame 9 and 10 constantly.
sorry, havent got a clue… I know the framerate et use are around 20 frames per second… but if so I need to make a safe with a bigger animation than 10 frames… maybe you have to use some kind of code to stop the animation?
Animations
freezeanimation
ASSUMED: Freezes the animation of the current entity.
Source code: Sets ent->s.loopSound to 1.
playanim <startframe> <endframe> [looping <duration|untilreachmarker|forever>] [rate <FPS>]
Plays an animation from the current entitys model. Starting at ‘startframe’ and going to ‘endframe’. If looping is specified it must be followed by a duration time in milliseconds or one of the symbols untilreachmarker or forever. If rate is specified it must be followed by a number specifying the rate at which the animation should be played.
NOTE: The source animation must be at 20fps.
startanimation <startframe> <framecount> <fps> [norandom|nolerp|noloop]
Plays an animation from the current entitys model. Starting at ‘startframe’ and playing ‘framecount’ frames, at ‘fps’ rate. If norandom is specified then the animation starts playing from frame ‘startframe’. If noloop is specified then the animation will only play once.
TODO: Uncertain about what nolerp does. lerp is used for linear interpolation.
unfreezeanimation
ASSUMED: Unfreezes the animation of the current entity.
Source code: Sets ent->s.loopSound to 0.
it seems for me there is some freeze and unfreeze stuff
Ok, i got something. Looks ok, but the anim needs tweaking. This will be up to you. The anim just plays really really fast. And i can’t control it, it seems.
I could use docs now (one normal and one translucent, reddish). Anyone know where to find those? 
EDIT just read what you said above, so i should not add docs and just make it with goldbar?
[QUOTE=acQu;478452]Ok, i got something. Looks ok, but the anim needs tweaking. This will be up to you. The anim just plays really really fast. And i can’t control it, it seems.
I could use docs now (one normal and one translucent, reddish). Anyone know where to find those? 
EDIT just read what you said above, so i should not add docs and just make it with goldbar?[/QUOTE]
doesnt matter
gold or docs are cool anyhow
for the animation…hmm dont like this…probably gonna f-- it up but I will see
EDIT, the “duration string” ? cant affect it…
read this somewhere:
The animation-duration CSS property specifies the length of time that an animation should take to complete one cycle.
Try for yourself: removed link
Tell me if it works. In the anim command, you can adjust and play around with it. Add nolearp, norandom, noloop to it. Currently it loops, but it looks funny
(endscreen is creepy :eek::armadillochase:)
Would actually find it cool if someone finds the docs 
