Animatics and you - Subject9x/battleMETAL GitHub Wiki
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Animatics are scripted sequences that play a short series of images in the client. They're like short slideshows, displaying static pictures.
In original battleMETAL they are used for Sector title cards, the intro, and the outro / credits.
They can be used for character-transmissions during a mission as well.
Files are loaded by CSQC in the /data/anim/
folder and must have .anim
as the extension.
Files themselves are actually just plaintext and can be edited in notepad.
Images
Now that you have your animatic file kitted out, you need to make sure the image files are in place too.
battleMETAL scans the /gfx/anim/
folder for images when playing back an animatic, make sure your images go there. It can detect sub folders too, so best practice is to put all the images for each animatic into their own folder.
The setup
Just about ready to go, now we need to call the animatic in some fashion. This is accomplished by placing a map_animatic
entity into your map.
Configure your entity like so:
-
targetname
- required only way to activate the entity unless you setON_TOUCH
spawnflag. -
missionFile
- required path to your animatic, remember the root path is/data/anim/
-
faction
- required animatics only play for players whose.faction
== its own. -
count1
- optional sets the amount ofgame seconds
to freeze players ifFREEZE_PLAYER
spawnflag is set. -
count2
- optional seconds to delay before firing the animatic. -
target
- optional calls an entities whose matchingtargetname
is this after playing the animatic. -
wait
- optional wait this many game seconds before restarting the animatic. This is important if you want animatic to be replayable via something like atrigger_multi
ortrigger_count
. -
note
map_animatic
entities areSOLID_NOT
unless you set theON_TOUCH
spawnflag, and the touching entity's.faction
must match.
There is only one way to call these entities and that's via their targetname
.
Fill out all this data, link the entity to some other trigger and you're ready to rock!
note map_animatic
cannot send its total runtime back to the server! ie: the server has no idea how long any-given animatic will be. It is up to the mapper to make sure the timing around the animatic is correct in the map file. Sorry.