Author Topic: Player Type Construction  (Read 840 times)

Hello again lurkers of the General Help Forum.

I am in the process of doing a collaboration of a Rosie (BioShock) Player Type, but i would like to help them with the scripting since it will be confusing.

Since i cannot OPEN the .dts files im not sure what to use each one for, im taking this step by step, so first of all, What do i need to begin putting the model together?

Well i would imagine a completed Model of a Rosie, with all the assorted Arms,legs,ect...

After that i assume we will need the animations, and that is were im getting stuck.

Im using Rots Zombie Tank as a reference right now, and its not bad. so far im looking at this section.

Code: [Select]
datablock TSShapeConstructor(RotZTankDts)
{
baseShape  = "./tank/zTank.dts";
sequence0  = "./tank/zTankRoot.dsq root";

sequence1  = "./tank/zTankRun.dsq run";
sequence2  = "./tank/zTankRun.dsq walk";
sequence3  = "./tank/zTankRoot.dsq back";
sequence4  = "./tank/zTankRoot.dsq side";

sequence5  = "./tank/zTankCrouch.dsq crouch";
sequence6  = "./tank/zTankCrouchRun.dsq crouchRun";
sequence7  = "./tank/zTankRoot.dsq crouchBack";
sequence8  = "./tank/zTankRoot.dsq crouchSide";

sequence9  = "./tank/zTankRoot.dsq look";
sequence10 = "./tank/zTankRoot.dsq headside";
sequence11 = "./tank/zTankRoot.dsq headUp";

sequence12 = "./tank/zTankJump.dsq jump";
sequence13 = "./tank/zTankRoot.dsq standjump";
sequence14 = "./tank/zTankRoot.dsq fall";
sequence15 = "./tank/zTankRoot.dsq land";

sequence16 = "./tank/zTankRoot.dsq armAttack";
sequence17 = "./tank/zTankRoot.dsq armReadyLeft";
sequence18 = "./tank/zTankRoot.dsq armReadyRight";
sequence19 = "./tank/zTankRoot.dsq armReadyBoth";
sequence20 = "./tank/zTankRoot.dsq spearready"; 
sequence21 = "./tank/zTankRoot.dsq spearThrow";

sequence22 = "./tank/zTankRoot.dsq talk"; 

sequence23 = "./tank/zTankDie.dsq death1";

sequence24 = "./tank/zTankRoot.dsq shiftUp";
sequence25 = "./tank/zTankRoot.dsq shiftDown";
sequence26 = "./tank/zTankRoot.dsq shiftAway";
sequence27 = "./tank/zTankRoot.dsq shiftTo";
sequence28 = "./tank/zTankRoot.dsq shiftLeft";
sequence29 = "./tank/zTankRoot.dsq shiftRight";
sequence30 = "./tank/zTankRoot.dsq rotCW";
sequence31 = "./tank/zTankRoot.dsq rotCCW";

sequence32 = "./tank/zTankRoot.dsq undo";
sequence33 = "./tank/zTankRoot.dsq plant";

sequence34 = "./tank/zTankRoot.dsq sit";

sequence35 = "./tank/zTankRoot.dsq wrench";

   sequence36 = "./tank/zTankRoot.dsq activate";
   sequence37 = "./tank/zTankActivate2.dsq activate2";

   sequence38 = "./tank/zTankRoot.dsq leftrecoil";
};   

And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order.

But are there specifics on how the animation must look? could i add more?

Help with be awarded with gratuities.

And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order.

But are there specifics on how the animation must look? could i add more?
Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process.

Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process.

Thats good to know thanks

But what about the names of certain parts?

Like how the joints on a gun need to have certain names? (i.e. muzzlePoint and mountPoint)

Would the Group named need to be specific like Head100, body100, rhand100  ect?

Here's a list of all mountpoints and sequences
Quote
Mountpoints for players and animations: (By The Russian and people who posted in his thread)
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

A *.dts can be opened with Shaper (Trial) and then be exported to Milkshape ASCII

A *.dts can be opened with Shaper (Trial) and then be exported to Milkshape ASCII
Yes. But there is no way to open .dsq, is there?