HUD model up/down trouble

edited 2009 Aug 21 in Addons for DOOM
I'm having trouble defining model states for the UP/DOWN frames of the wand HUD model in Heretic.
Header { Version = 6 }

SkipIf -nohudmod

#####====---- GOLD WAND ----====#####

Model {
	State = "GOLDWANDREADY"
	Scale = 1
	Inter = 0
	Offset XYZ { 0 -7.2 15 }
  Sub { File = "HUD/Wand/wand.md2" Frame = "Ready_1" }
  Sub { File = "HUD/Wand/wand-crystal.md2" Frame = "Ready_1" }
  Sub { File = "HUD/Wand/wand-flash.md2" Frame = "Ready_1" Skin = 0 }
}


*Model {
	State = "GOLDWANDUP"
	Inter = 0
  Sub { Frame = "Equip_1" }
  Sub { Frame = "Equip_1" }
  Sub { Frame = "Equip_1" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .083
  Sub { Frame = "Equip_2" }
  Sub { Frame = "Equip_2" }
  Sub { Frame = "Equip_2" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .166
  Sub { Frame = "Equip_3" }
  Sub { Frame = "Equip_3" }
  Sub { Frame = "Equip_3" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .25
  Sub { Frame = "Equip_4" }
  Sub { Frame = "Equip_4" }
  Sub { Frame = "Equip_4" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .333
  Sub { Frame = "Equip_5" }
  Sub { Frame = "Equip_5" }
  Sub { Frame = "Equip_5" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .416
  Sub { Frame = "Equip_6" }
  Sub { Frame = "Equip_6" }
  Sub { Frame = "Equip_6" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .5
  Sub { Frame = "Equip_7" }
  Sub { Frame = "Equip_7" }
  Sub { Frame = "Equip_7" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .583
  Sub { Frame = "Equip_8" }
  Sub { Frame = "Equip_8" }
  Sub { Frame = "Equip_8" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .666
  Sub { Frame = "Equip_9" }
  Sub { Frame = "Equip_9" }
  Sub { Frame = "Equip_9" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .75
  Sub { Frame = "Equip_10" }
  Sub { Frame = "Equip_10" }
  Sub { Frame = "Equip_10" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .833
  Sub { Frame = "Equip_11" }
  Sub { Frame = "Equip_11" }
  Sub { Frame = "Equip_11" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .916
  Sub { Frame = "Equip_12" }
  Sub { Frame = "Equip_12" }
  Sub { Frame = "Equip_12" }
}
*Model {
	State = "GOLDWANDUP"
	Inter = .999
  Sub { Frame = "Equip_13" }
  Sub { Frame = "Equip_13" }
  Sub { Frame = "Equip_13" }
}

*Model {
	State = "GOLDWANDDOWN"
	Inter = 0
  Sub { Frame = "PutAway_1" }
  Sub { Frame = "PutAway_1" }
  Sub { Frame = "PutAway_1" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .083
  Sub { Frame = "PutAway_2" }
  Sub { Frame = "PutAway_2" }
  Sub { Frame = "PutAway_2" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .166
  Sub { Frame = "PutAway_3" }
  Sub { Frame = "PutAway_3" }
  Sub { Frame = "PutAway_3" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .25
  Sub { Frame = "PutAway_4" }
  Sub { Frame = "PutAway_4" }
  Sub { Frame = "PutAway_4" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .333
  Sub { Frame = "PutAway_5" }
  Sub { Frame = "PutAway_5" }
  Sub { Frame = "PutAway_5" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .416
  Sub { Frame = "PutAway_6" }
  Sub { Frame = "PutAway_6" }
  Sub { Frame = "PutAway_6" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .5
  Sub { Frame = "PutAway_7" }
  Sub { Frame = "PutAway_7" }
  Sub { Frame = "PutAway_7" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .583
  Sub { Frame = "PutAway_8" }
  Sub { Frame = "PutAway_8" }
  Sub { Frame = "PutAway_8" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .666
  Sub { Frame = "PutAway_9" }
  Sub { Frame = "PutAway_9" }
  Sub { Frame = "PutAway_9" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .75
  Sub { Frame = "PutAway_10" }
  Sub { Frame = "PutAway_10" }
  Sub { Frame = "PutAway_10" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .833
  Sub { Frame = "PutAway_11" }
  Sub { Frame = "PutAway_11" }
  Sub { Frame = "PutAway_11" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .916
  Sub { Frame = "PutAway_12" }
  Sub { Frame = "PutAway_12" }
  Sub { Frame = "PutAway_12" }
}
*Model {
	State = "GOLDWANDDOWN"
	Inter = .999
  Sub { Frame = "PutAway_13" }
  Sub { Frame = "PutAway_13" }
  Sub { Frame = "PutAway_13" }
}

*Model {
	State = "GOLDWANDATK1_1"
	Interpolate { 0 .5 }
  Sub { Frame = "Fire_1" }
  Sub { Frame = "Fire_1" }
  Sub { Frame = "Fire_1" }
}
*Model {
	State = "GOLDWANDATK1_1"
	Interpolate { .5 1 }
  Sub { Frame = "Fire_2" }
  Sub { Frame = "Fire_2" }
  Sub { Frame = "Fire_2" }
}
*Model {
	State = "GOLDWANDATK1_2"
	Interpolate { 0 .5 }
  Sub { Frame = "Fire_3" }
  Sub { Frame = "Fire_3" }
  Sub { Frame = "Fire_3" }
}
*Model {
	State = "GOLDWANDATK1_2"
	Interpolate { .5 1 }
  Sub { Frame = "Fire_4" }
  Sub { Frame = "Fire_4" }
  Sub { Frame = "Fire_4" }
}
*Model {
	State = "GOLDWANDATK1_3"
	Interpolate { 0 .333 }
  Sub { Frame = "Fire_5" }
  Sub { Frame = "Fire_5" }
  Sub { Frame = "Fire_5" }
}
*Model {
	State = "GOLDWANDATK1_3"
	Interpolate { .333 .666 }
  Sub { Frame = "Fire_6" }
  Sub { Frame = "Fire_6" }
  Sub { Frame = "Fire_6" }
}
*Model {
	State = "GOLDWANDATK1_3"
	Interpolate { .666 1 }
  Sub { Frame = "Fire_7" }
  Sub { Frame = "Fire_7" }
  Sub { Frame = "Fire_7" }
}
*Model {
	State = "GOLDWANDATK1_4"
	Interpolate { 0 .333 }
  Sub { Frame = "Fire_8" }
  Sub { Frame = "Fire_8" }
  Sub { Frame = "Fire_8" }
}
*Model {
	State = "GOLDWANDATK1_4"
	Interpolate { .333 .666 }
  Sub { Frame = "Fire_9" }
  Sub { Frame = "Fire_9" }
  Sub { Frame = "Fire_9" }
}
*Model {
	State = "GOLDWANDATK1_4"
	Interpolate { .666 1 }
  Sub { Frame = "Fire_10" }
  Sub { Frame = "Fire_10" }
  Sub { Frame = "Fire_10" }
}

*Model { State = "GOLDWANDATK2_1" }
*Model { State = "GOLDWANDATK2_2" }
*Model { State = "GOLDWANDATK2_3" }
*Model { State = "GOLDWANDATK2_4" }


The ATK2 states aren't done yet, but I just put everything in there to see if some problem could be discerned from it.

The model appears to flicker between the "normal" raise and lower animation (bending up/down) and the custom animation.

If I use the "worldtime" flag, it KIND OF fixes the problem, except it randomly will start/stop along the animation sometimes...

Comments

  • OK sorry, I think I figured this out:
    I cheated and looked in the jDRP weapons resources, and it appears that the tics on the raise and lower states need to be upped, and there needs to be an extra DOWN state added which links to itself for weapons like this so that it doesn't keep repeating the animation after your dude has kicked the bucket.
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