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GunProgect-----Skyrim-Behavior-Editor--- #16

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DeclineDawn opened this issue Jun 28, 2019 · 41 comments
Open

GunProgect-----Skyrim-Behavior-Editor--- #16

DeclineDawn opened this issue Jun 28, 2019 · 41 comments

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@DeclineDawn
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Hey. Nice to chat with you again.
  I have long dreamed of realizing in Skyrim the shooting system of duales which I could not realize in the FNV. But not enough skills or courage.
But almost a year ago, the project began. And still developing.
Video-1Per. Video-3Per(old)
But I would not even take up the project without your program (Behavior-Editor). Without it, sorting out the files of behavior is simply impossible. I could solve many problems, but there are problems with which I have not been able to resolve for a year.

  1. Delayed shot from the left hand on the second consecutive shot. (only from the left hand, the right hand works correctly) The second shot occurs only when you release the previously pressed mouse button. Words are hard to describe. Here's a video. Or install my mod.
    Forced Delay occurs on the "stfmagic_preready" event. I have already tried all possible methods of editing and deleting this event, and all is useless.
  2. Instantly disappearing weapon when Unequipped with a staff(gun) from the 1st person. In my video it is noticeable. I have already tried all the available event commands, I registered both in the files of behavior and in the animation itself in order to establish the time of the disappearance of the staff, but it always disappears instantly.

Help please understand what could be the problem.
Sorry for my bad English

@BrannigansLaw
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I'll need to reinstall Skyrim to test. I'm off work on Monday and Tuesday so I'll take a look then.

@BrannigansLaw
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Wow, this is a pretty awesome mod! I know what the problem is regarding the delay but my first attempt to fix it only causes the muzzle flash to occur but no projectile is fired. It's an issue with the way the engine handles input. I'll try again tomorrow.

@DeclineDawn
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DeclineDawn commented Jul 3, 2019 via email

@DeclineDawn
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I updated the project. Here is the new link.
Corrected from the 1st person with jerked hands when shooting and castes of magic when running and walking. Redid the recoil shots. Redid the animation of walking and running, added rocking camera. And added a sprint animation with a gun. But while walking and running, I could not add recoil shots, I tried a lot but the ideas ran out.
Say, can you have some success in a Delayed shot from the left hand or a prematurely disappearing Unequipped gun?

@BrannigansLaw
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Thanks, no luck so far though I've only had one chance to look at it yet. I'll take another look later today. Regarding the delayed shot, it's an issue with the way the engine handles input but I think there may be a way to "trick" the engine to correct it. I'll try later today after work.

@BrannigansLaw
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Ok, nothing is working for me anymore. Even hkxcmd is broken for me and my tool is not functioning correctly. I bet windows updates have broken stuff. Anyway, I suggest you try removing the "MLh_WinStart" and "MLh_WinEnd" events in the "StfMagic_Release" clip generator. This may fix the left hand delay. Let me know if it changes anything.

@DeclineDawn
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Hello !!!
As you told, I deleted the “MLh_WinStart” and “MLh_WinEnd” events in the “StfMagic_Release” clip generator. But nothing has changed, nothing at all. Maybe there are other ideas ???

@BrannigansLaw
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Check and see if those events are raised in the animation file “StfMagic_Release.hkx”. If so remove them. I'm pretty sure those events control how the next left attack input event is handled by the engine.

@DeclineDawn
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Hello!!!
Sorry to be gone for 3 weeks. It was loaded at work.
But I redid all the animations from the 1st. Finished with reload animations for the left and right hand. Here is the new version of the mod
As you ordered, I looked at the animation StfMagic_Release.hkx as well as all the others, but no events were registered in them. All are clean.
Maybe I should tell you what I changed in the behavior files in the mod:
stfmagic_chargeloop.hkx --- did not change events, animation in 0 frames (cropped)
stfmagic_precharge.hkx --- did not change events, animation in 0 frames (cropped)
stfmagic_preready.hkx --- events from stfmagic_release.hkx, the animation is complete.
stfmagic_readyloop.hkx ---- events from stfmagic_release.hkx, the animation is complete (but this animation is not used when shooting, I don’t know why it is needed).
stfmagic_release.hkx ---- I did not change the event but reduced the time. 
Shooting is conducted sequentially from two animations.
First shot with stfmagic_preready.hkx and then stfmagic_release.hkx.
The first shot is normal, but shot delay occurs when switching to stfmagic_release.hkx.
I tried many different options for editing events in these animations but to no avail. Maybe I need to enter some other event in them, but I don’t know which one.
It seems that while the Behavior-Editor is not working for you, the result will not be.

@BrannigansLaw
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No problem, I'm very busy myself at work. I was thinking that the problem was related to the AttackWinStart/End events which determine which actor action is executed by the game engine. If those events are not triggered then the engine will execute the AttackLeftStart actor action on each click of the mouse. But if the AttackWinStart event is triggered by the resulting animation and the player clicks again before the AttackWinEnd event is triggered then another actor action is executed (such as AttackLeftRelease).

I've updated Windows 10 on my other SSD (I use Linux Mint most of the time now) but I'll have another try to see if I can get my tool to work again sometime tomorrow.

@BrannigansLaw
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BrannigansLaw commented Aug 10, 2019

Still cannot even get hkxcmd to work on my system :/

If you can, try recreating the "MLh_AimedFireAndForgetBehavior" branch to be identical to the "MRh_AimedFireAndForgetBehavior" (except using the left hand version of the events and variables).

@DeclineDawn
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DeclineDawn commented Aug 10, 2019

Removed the delay of the left shot !!!

I took your advice and gradually remade "MLh_AimedFireAndForgetBehavior" under "MRh_AimedFireAndForgetBehavior". The structure of the behavior of the “Left” is very different from the “Right”. Animation generally ceased to work. He returned to the beginning and after much suffering and trial stopped at THESE "StateMachineTransition"
in "to_Mlh_AimedSpellReleaseState" replaced the "eventId" from "to_Mlh_AimedPreReadyState" and the delay was removed.
BUT gone the flash of the second shot left. Here is the corrected behavior file. Tell me how now to restore the flash to the second left shot ???

@BrannigansLaw
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Good, magicbehavior.hkx is an inconsistent mess. I was once considering rewriting it from scratch myself. I'll try to fix the flash.

@DeclineDawn
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I accidentally discovered a strange crap trying to repair the flash: when the FPS falls during fast shooting, a flash of a shot appears. I do not understand!!!

@DeclineDawn
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DeclineDawn commented Aug 14, 2019

Hello!!!
You have not tried to repair a flash of a shot?
Um ... I know that I have asked you so much. But ....... "Houston, we have a problem"
My friend and I worked on animating the active parts of the weapon (Slide, Bolt, Clip, Magazine, triggers) using the "Animation Tools N4 - Body Animator" and everything was fine in the beginning, but when we started trying in Skyrim everything crashed to the desktop. We tried to repair for a long time but to no avail. I decided to try starting from the beginning. At the very beginning of the project, I tried to animate Slide like a Bow.
In the Mod that I attached earlier, at the address "Data \ meshes \ weapons \ Gun" the weapon model "1911.nif" has a Slide01 bone and the BGP "Weapons \ Gun \ GunProject.hkx" is registered in BGED.
In this folder, I tried to animate a behavior pattern based on a Bow. I registered all the necessary links and made a Slide animation (in the folder "Gun \ animations" stfmagicright_readyloop.hkx and stfmagicright_release.hkx) But Slide did not work.
I could not understand the structure of "Data \ meshes \ weapons \ Gun \ behaviors \ Gunbehavior.hkx, therefore I simply renamed Events, therefore it does not work.
Please help me what I'm doing wrong. How to move bone Slide01.

P.S. all files with (+), (like Gunproject + .hkx) in xml.

Sorry for my importunity.

@DeclineDawn
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With active parts of the weapon (Slide, Bolt, Clip, Magazine, triggers) , a little progress went, I found some of my mistakes. But with a flash of a shot, everything is very bad for me. I really hope for your help.

@DeclineDawn
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Hooray!!! I could do it !!! I was able to send a pistol slide, as it should be from my separately created Gunproject.hkx.
They work stably.

@BrannigansLaw
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Sorry for the late response, work has been taking up all of my time. I recently noticed that my copy of hkxcmd was corrupted, I downloaded a new copy of it and it now works. Glad to see that you could fix it.

@DeclineDawn
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Hello! Glad you're back in business.
I figured out a little about animating the Right Slide pistol but got stuck on the Left Slide.
My Gunbehavior.hkx behavior file does not see AttL.hkx shot animation for Left Slide.
And the Slide movement does not work on the first shot of the right hand.
Please take a look at my Gunbehavior.hkx using Skyrim.Behavior.Tool and say that it is not correct in it, why it works crookedly.
I have no ideas !!!
P. S. Now in MOD two M1911 for the right and separately for the left.
Gunbehavior- (Source + Animation) (XML) .hkx ---- this is the original behavior file for Magic from the 1st person with replaced animation shots.

@DeclineDawn
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Experimenting with Gunbehavior.hkx.
In desperation, he deleted all the blocks and left only one block "MRh_AimedFireAndForgetBehavior". The animation of the Slide with the right began to work better, but any cast of the left hand moves the Slide.
I repeated this with "MLh_AimedFireAndForgetBehavior" but no effect, the animation does not work. Strange, all the new bones are working, the animation, too, but the behavioral does not start it.
I hope you can help me.

@DeclineDawn
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The good news is!!!
I solved the problem with a delayed shot.
Very easy and simple, without interfering with the behavior file.
Just inscribed MLh_SpellRelease_Event in the zero frame stfmagic_preready.hkx
But I'm afraid with the left Slide it will not be so easy.
I hope for your support.

@DeclineDawn
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The left slide is working.
I could not understand how to get two Slides to work with one Gunproject.hkx..
I had to create a separate GunprojectL.hkx. for him, for the left hand.
The problem now is different. The beginning of any magical action moves the Slide.
New vers Mod. Need your help.

@BrannigansLaw
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There could be some blending going on between both hands when casting with one hand. I'll take a look and if if that's the case. If so you would probably need to redirect the gun slide animation based on one of the animation variables that is set when casting begins. I'll have a look tomorrow after work and see if that's happening.

@kavinever
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hi, nice tool. But my first go on it disappointed me. I believe i followed the suit, but it wont open, and neither close, the computer froze that i had to reboot it. Do you have any clue, waiting for your insight

@kavinever
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ok i tried troll instead defaultuman, it made it!, so excited. dont know why human wont work, but ill just steer clear of it.

cheers!

@DeclineDawn
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DeclineDawn commented Sep 10, 2019 via email

@BrannigansLaw
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BrannigansLaw commented Sep 10, 2019

I have tried to look at your files but for some reason my tool cannot open them properly, even though it will open the default _1stperson project just fine! My source files won't build for me anymore for some reason so I cannot debug it easily. Does it work for you?

@BrannigansLaw
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BrannigansLaw commented Sep 10, 2019

@kavinever DefaultMale.hkx should open. I tested the tool with it the most. What errors to you get?

@DeclineDawn
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Sorry forgot to say.
Yes!  And there is.
My ---- meshes \ Weapons \ Gun \ Gunproject.hkx does not open the "Behavior-Editor",    I don’t know why.
I took the vanilla files of the project of the behavior of the active parts for the Bow. And he threw it from ---------- meshes \ Weapons \ Gun \ ------- skeleton.hkx, Guncharacter.hkx, Gunbehavior.hkx, only then "Behavior-Editor" opens the project.
Here is a working in "Behavior-Editor" project.
Latest version of mod.
And I have the same problem with Gunbehavior.hkx. Video 0:19
.When casting magic of the left hand, the Slide of the right hand moves on the first shot.When casting magic in the right hand, the Slide of the left hand moves on the first shot.

@kavinever
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Sorry, but I don't have any. It was like falling into a loop, no response from clicks. So I have to manually restart my computer, really pity my harddisk though.
For now, I'm digging into the other actors' behaviors, which strain my brain, so much fun.
Thanks for the tool and effort.

@DeclineDawn
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DeclineDawn commented Sep 15, 2019

I understand that you have very little time, but if a minute is suddenly free, could you answer two questions on vanilla magicbehavior.hkx from the 1st person ???

    • Why does the animation magcast_walkforward.hkx block the camera of the cast magic, and how to unlock it ???
  1. --What function or modifier, aligns the tilt of the hands when casting magic ???

Thank you in advance !!!

@BrannigansLaw
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  1. Can you explain in more detail? I don't understand.
  2. There is a twist modifier in 0_master.hkx in the root modifier list that twists the body when in first person, if I recall correctly. That may be it.

@DeclineDawn
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DeclineDawn commented Sep 16, 2019

  1. Can you explain in more detail? I don't understand.

Sorry for my very bad english !!!I tried to say briefly and clearly but overdid it.
The camera does not produce recoil when shooting on the run.
The only animation that can interfere is magcast_walkforward.hkx. I tried all the options with the weight settings of the bones of the animation group magcast_walkforward.hkx, and removing the anamation magcast_walkforward.hkx but recoil did not appear on the run.

Tell me what needs to be changed in the animation settings magcast_walkforward.hkx, so that the camera will fire a recoil when shooting while running.???

@DeclineDawn
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DeclineDawn commented Sep 27, 2019 via email

@DeclineDawn
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Hello!!!
The project with duals is actively developing.
All questions that I previously asked have already been successfully closed!!!
The latest version of my mod.
Now I am trying to solve the problem of shooting in a jump. In your Character Behaviors Enhanced MOD, you were able to add the function of jump hit. Please help me figure out what I need to do ??? I in "0_master.hkx" in "MT_Jump_Behavior" in "MT_Jump" replaced the "JumpFall" event with "JumpLandEnd" and it seems to work but is ugly.

@ghost
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ghost commented Dec 11, 2019 via email

@DeclineDawn
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DeclineDawn commented Dec 11, 2019

Hello Madao1 .
Yes, I heard about this program! But never used it.
 I would like to use it, but I don’t understand scripts and don’t know how to create an animation replacement script for Nemesis.
Now I am working on the finalization of the mechanics of jumping combat for all game weapons and magic in skyrim.
Do you know ShikyoKira ???
I would like to meet him !!!
I did not understand your message. If you have a question, ask.

@ghost
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ghost commented Dec 11, 2019 via email

@DeclineDawn
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Yes, that would be great!
I am now on this discord server. Under the name DeclineDawn#1851
I will be glad to talk with him !!!
Tell me why you help me make contact with ShikyoKira???

@ghost
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ghost commented Dec 11, 2019

Nice.
I helped you to make contact with ShikyoKira because he seems to understand how behaviors files work, so I thought that he should be able to make you win some time :) .
And I like what you're trying to do (bring guns to skyrim).

@DeclineDawn
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Hmm !!!
Looks like I'm not the only one so crazy mod maker.
Pleased to meet you ;) !!!
For half a year now I’ve been trying to find help in online communication with the implementation of guns. Such a chance cannot be missed.

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