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Games / Re: Perennial
« on: August 16, 2024, 03:59:19 AM »
its been 3000 years reaction image
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what you would do is use a script callback and mount an image to the player's muzzle node during the charge state (the charging emitter) and in the abort script callback you would delete said image then play the smoke emitterthis is what i desire. how would one mount such an image to such a node
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateTransitionOnTimeout[1] = "Ready";
stateWaitForTimeout[1] = false;
stateTimeoutValue[1] = 0.2;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = staticBeamFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = noTimeFireSound;
stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;
stateName[4] = "Reload";
stateTimeoutValue[4] = 1.0;
stateTransitionOnTimeout[4] = "Ready";
stateWaitForTimeout[4] = true;
stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;
stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;
...
stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;