Mount Points

Author Topic: Mount Points  (Read 5197 times)

Please name every single mountpoint name and what they are for. Thank you.

List of Bone Names:

eye - First person Camera

mount0 - Right Hand
mount1 - Left Hand
mount2 - Body
mount3 - Right Foot
mount4 - Left Foot
mount5 - Head
mount6 - Visor
mount7 - Pants

List of Sequences:

am_activate1 - Activation
am_activate2 - Flailing arms
am_armattack - Attacking with the right hand
am_armreadyboth - Both arms out (Looks like /hug)
am_armreadyleft - Left arm out
am_armreadyright - Right arm out
am_back - moving backwards
am_crouch - crouching
am_crouchback - moving backwards while crouching
am_crouchrun - moving forwars while crouching
am_crouchside - Moving from side to side while crouching
am_death - Death Animation
am_fall - Falling Animation
am_headside - Freelook
am_headup - Used when model requires neck usage; tilts the head up
am_jump - Jumping Animation
am_land - When you hit the ground hard
am_leftrecoil - Moving the left hand up
am_look - Spins the torso on the X axis; used for pitch camera adjustment
am_plant - Planting a brick
am_root - Null Thread, there is no animation
am_rotCW - Turning clockwise
am_rotCCW - Turning counter clockwise
am_run - Running
am_shiftAway - Shifting the ghostbrick away from you
am_shiftDown - Shifting the ghostbrick downwards
am_shiftLeft - Shifting the ghostbrick to the left
am_shiftRight - Shifting the ghostbrick to the right
am_shiftTo - Shifting the ghostbrick towards you
am_shiftUp - Shifting the ghostbrick upwards
am_side - Moving from side to side
am_sit - Sitting
am_spearReady - Charging the spear
am_spearThrow - Throwing the spear
am_standJump - Jumping while standing still
am_talk - Talking animation
am_undo - Hitting Ctrl+Z (The shaking head thing)
am_walk - Walking Animation
am_wrench - Wrenching Animation


   
Re: Mount Points
« February 06, 2010, 11:51:40 PM »    Reply with quote
Weapons

MountPoint
Where the hand is mounted

MuzzlePoint
Bullet exit point

I forgot the one for shell exit :c
Vehicles

Wheel Mounts
hub0 Front Left
hub1 Front Right
hub2 Back Right
hub3 Back Left

Seat Mounts
Mount0 (driver)
Mount1
Mount2
Mount3
Mount4
« Last Edit: March 10, 2010, 09:11:36 AM by The Russian »

Weapons

MountPoint
Where the hand is mounted

MuzzlePoint
Bullet exit point

I forgot the one for shell exit :c

Vehicles

Wheel Mounts
hub0 Front Left
hub1 Front Right
hub2 Back Right
hub3 Back Left

Seat Mounts

Mount0 (driver)
Mount1
Mount2
Mount3
Mount4

etc

Helpful MS3D reference models.

Demo Car
http://www.mediafire.com/?mdixmdn1nq2

Default Jeep
http://www.mediafire.com/?mjtcqnmyyxy

Turret bones
http://bduhq.com/wp-content/uploads/TurretBonePandan.zip
« Last Edit: February 07, 2010, 12:04:42 AM by MtnDew »

What about weapons on vehicles?

if you mean a mannable weapon like the tank turret, you'll use an ai and mountpoint. If you mean driver-operated guns, dunno.


You can mount weapons (images and bots) to the seat mounts.

Downsides:
An image will only shoot the direction it's facing. (none used that I have seen. However if you search VDM on youtube, my video including image mounted on a vehicle is in there. I used offsets on the image datablock to put them in better places)
Cannot drive while operating a bot-type vehicle weapon. (ex, tank turret)

driver operated

You would use a shapebaseimagedata datablock for this.
However it'll only shoot forward.

You would use a shapebaseimagedata datablock for this.
However it'll only shoot forward.
What would I name the point on the vehicle.

You can mount weapons (images and bots) to the seat mounts.

What is this for anyway? Just a bunch of crap?

What about weapons on vehicles?
Stick these two files inside your vehicle folder, then inside the vehicle datablock put this:

Readyfire=1;<dunno what this does. Put it in anyways>

ShootOnClick=1;<activate it>

shootonclick_Hold=1<rapid fire or not>;
shootonclick_ShootDelay=90<forced pause between first click fire;
shootonclick_ReShootDelay=90<self-explanatory>;
shootonclick_ProjectileCount=<you can have more, but for now> 1;
shootonclick_RequiredSlot=0;
shootonclick_Sound=<sound datablock>;

shootonclick_Projectile[0]=<a projectile datablock>;
shootonclick_Position[0]="<position example: 4 -1.50 -0.2>";
shootonclick_Velocity[0]="< how fast and what direction I recommend something like this: 180 0 0";
shootonclick_Scale[0]="<alter the projectile's size? usually just leave it at1 1 1>";


What is this for anyway? Just a bunch of crap?
This doesn't concern you.
Shoo, leave this place.


Weapons

MountPoint
Where the hand is mounted

MuzzlePoint
Bullet exit point

I forgot the one for shell exit :c

EjectPoint
Bullet shell ejection point

EjectPoint
Bullet shell ejection point

Thank you very much. :D

Also, you should list the mount points for player types too.