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Modification Help / Playertype Animation Problem {SOLVED}
« on: August 13, 2010, 06:24:47 PM »
Lately, I've been working on a new playertype, and it mostly works except for one part: The Animations.
I have my animation in a DSQ file called "Mushroom_Root.dsq", and I have a base shape file called "Orange_Mushroom.dts".
Here is the code for the playertype:
Here is what the animation should look like:

Here is what it looks like now:

Do you know what is wrong?
I have my animation in a DSQ file called "Mushroom_Root.dsq", and I have a base shape file called "Orange_Mushroom.dts".
Here is the code for the playertype:
Code: [Select]
datablock TSShapeConstructor(OrangeMushroomDts)
{
baseShape = "./Orange_Mushroom.dts";
sequence0 = "./Mushroom_Stand.dsq root";
sequence1 = "./Mushroom_Root.dsq run";
sequence2 = "./Mushroom_Root.dsq walk";
sequence3 = "./Mushroom_Root.dsq back";
sequence4 = "./Mushroom_Root.dsq side";
sequence5 = "./Mushroom_Root.dsq crouch";
sequence6 = "./Mushroom_Root.dsq crouchRun";
sequence7 = "./Mushroom_Root.dsq crouchBack";
sequence8 = "./Mushroom_Root.dsq crouchSide";
sequence9 = "./Mushroom_Root.dsq look";
sequence10 = "./Mushroom_Root.dsq headside";
sequence11 = "./Mushroom_Root.dsq headUp";
sequence12 = "./Mushroom_Root.dsq jump";
sequence13 = "./Mushroom_Root.dsq standjump";
sequence14 = "./Mushroom_Root.dsq fall";
sequence15 = "./Mushroom_Root.dsq land";
sequence16 = "./Mushroom_Root.dsq armAttack";
sequence17 = "./Mushroom_Root.dsq armReadyLeft";
sequence18 = "./Mushroom_Root.dsq armReadyRight";
sequence19 = "./Mushroom_Root.dsq armReadyBoth";
sequence20 = "./Mushroom_Root.dsq spearready";
sequence21 = "./Mushroom_Root.dsq spearThrow";
sequence22 = "./Mushroom_Root.dsq talk";
sequence23 = "./Mushroom_Root.dsq death1";
sequence24 = "./Mushroom_Root.dsq shiftUp";
sequence25 = "./Mushroom_Root.dsq shiftDown";
sequence26 = "./Mushroom_Root.dsq shiftAway";
sequence27 = "./Mushroom_Root.dsq shiftTo";
sequence28 = "./Mushroom_Root.dsq shiftLeft";
sequence29 = "./Mushroom_Root.dsq shiftRight";
sequence30 = "./Mushroom_Root.dsq rotCW";
sequence31 = "./Mushroom_Root.dsq rotCCW";
sequence32 = "./Mushroom_Root.dsq undo";
sequence33 = "./Mushroom_Root.dsq plant";
sequence34 = "./Mushroom_Root.dsq sit";
sequence35 = "./Mushroom_Root.dsq wrench";
sequence36 = "./Mushroom_Root.dsq activate";
sequence37 = "./Mushroom_Root.dsq activate2";
sequence38 = "./Mushroom_Root.dsq leftrecoil";
};
datablock PlayerData(OrangeMushroomArmor)
{
renderFirstPerson = false;
emap = false;
className = Armor;
shapeFile = "./Orange_Mushroom.dts";
cameraMaxDist = 8;
cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
cameraVerticalOffset = 2.3;
computeCRC = false;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
//debrisShapeName = "~/data/shapes/player/debris_player.dts";
//debris = horseDebris;
aiAvoidThis = true;
minLookAngle = -1.5708;
maxLookAngle = 1.5708;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.1;
density = 0.7;
maxDamage = 450;
maxEnergy = 10;
repairRate = 0.33;
rechargeRate = 0.4;
runForce = 11 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 6;
maxBackwardSpeed = 3;
maxSideSpeed = 3;
maxForwardCrouchSpeed = 6;
maxBackwardCrouchSpeed = 3;
maxSideCrouchSpeed = 3;
maxForwardProneSpeed = 6;
maxBackwardProneSpeed = 3;
maxSideProneSpeed = 3;
maxForwardWalkSpeed = 6;
maxBackwardWalkSpeed = 3;
maxSideWalkSpeed = 3;
maxUnderwaterForwardSpeed = 2;
maxUnderwaterBackwardSpeed = 1;
maxUnderwaterSideSpeed = 1;
thirdpersononly = 1;
jumpForce = 7 * 90; //8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;
minImpactSpeed = 250;
speedDamageScale = 3.8;
boundingBox = vectorScale("1 1 2", 4);
crouchBoundingBox = vectorScale("1 1 2", 4);
pickupRadius = 0.75;
jetEmitter = "";
jetGroundEmitter = "";
jetGroundDistance = 4;
//footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 10;
footPuffRadius = 0.25;
//dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.1;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 85;
jumpSurfaceAngle = 86;
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
JumpSound = HorseJumpSound;
// Footstep Sounds
// FootSoftSound = HorseFootFallSound;
// FootHardSound = HorseFootFallSound;
// FootMetalSound = HorseFootFallSound;
// FootSnowSound = HorseFootFallSound;
// FootShallowSound = HorseFootFallSound;
// FootWadingSound = HorseFootFallSound;
// FootUnderwaterSound = HorseFootFallSound;
//FootBubblesSound = FootLightBubblesSound;
//movingBubblesSound = ArmorMoveBubblesSound;
//waterBreathSound = WaterBreathMaleSound;
//impactSoftSound = ImpactLightSoftSound;
//impactHardSound = ImpactLightHardSound;
//impactMetalSound = ImpactLightMetalSound;
//impactSnowSound = ImpactLightSnowSound;
impactWaterEasy = Splash1Sound;
impactWaterMedium = Splash1Sound;
impactWaterHard = Splash1Sound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
//exitingWater = ExitingWaterLightSound;
// Inventory Items
maxItems = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;
uiName = "Orange Mushroom";
rideable = true;
lookUpLimit = 0.6;
lookDownLimit = 0.2;
canRide = false;
showEnergyBar = false;
paintable = true;
brickImage = horseBrickImage; //the imageData to use for brick deployment
}; Here is what the animation should look like:

Here is what it looks like now:

Do you know what is wrong?
