Author Topic: Supers Weapon Qestions  (Read 2021 times)

Hey this is just a post im making so instead  of making 6 post make them all in one so yea thank you for looking here and if you know how to make this please tell me  by a:

Typed Tutorial
Youtube Video
_____________________________ _____________________________ __________
Thank you very much


  • How do i make a pull out animation
(i do no how to make animations but now for weapons)
  • Whats the script for the weapon to be on your back  and where dose the script go?
  • How do i add colors?
  • How do i make it have ammo?
  • How do i change the recoil?
  • How do i change rate of fire?
  • How to add aim down sight?
  • How do i  make 2 bones 1 key?

Thank you very much.  :cookieMonster:
« Last Edit: July 29, 2011, 08:10:47 PM by super flamimninja »

For colors: Assign a material to that part of the mesh. Name it whatever. Then when you package, make a png that is 16x16, name it whatever you named your material, and color it whatever color you want.

For RoF: It's in the script, where it is stating all of the sound names and the firing sequences. For your Famas, it would be this part:

Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FamasFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = FamasShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FamasSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

1st question: Elaborate.

For colors: Assign a material to that part of the mesh. Name it whatever. Then when you package, make a png that is 16x16, name it whatever you named your material, and color it whatever color you want.

For RoF: It's in the script, where it is stating all of the sound names and the firing sequences. For your Famas, it would be this part:

Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FamasFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = FamasShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FamasSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

1st question: Elaborate.
Thnx :D

For colors: Assign a material to that part of the mesh. Name it whatever. Then when you package, make a png that is 16x16, name it whatever you named your material, and color it whatever color you want.

For RoF: It's in the script, where it is stating all of the sound names and the firing sequences. For your Famas, it would be this part:

Code: [Select]
  // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FamasFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = FamasShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FamasSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

1st question: Elaborate.
Wait is this it?????
« Last Edit: July 23, 2011, 06:26:02 PM by super flamimninja »

Wait is this it?????
Yep, just name it 'blue' or whatever color you want.

And, what is a 'pull out animation'?

Yep, just name it 'blue' or whatever color you want.

And, what is a 'pull out animation'?
you pick up the gun and you reach behinde you and pick up the weapon instead of it comign out of no where

Making animations...
It's in this thread.

Just a note when doing so-

Click on each bone and select the action before inserting keyframes.
Or the entire thing will get messed up.

Um, well I don't even know if there is an equip animation...

Um, well I don't even know if there is an equip animation...
There is.

There is.
hey so thanx but do I need to add it into script? If I just need to name the animation Simon like Equip or somein please tell me the name if I just need to add it into the script please could you get the script for me I will be nameing it equip and please tell me were it hose thank youfor your time :D

hey so thanx but do I need to add it into script? If I just need to name the animation Simon like Equip or somein please tell me the name if I just need to add it into the script please could you get the script for me I will be nameing it equip and please tell me were it hose thank youfor your time :D
1. Type in complete sentences that I can read easily.
2. It's an animation. go look at yoshidudes FAL paratrooper script, he's got an animation in the model, and he gives it a name that the script calls out up on the player pulling it out.

And I think you'll find that in the transition section of the code.

1. Type in complete sentences that I can read easily.
2. It's an animation. go look at yoshidudes FAL paratrooper script, he's got an animation in the model, and he gives it a name that the script calls out up on the player pulling it out.

And I think you'll find that in the transition section of the code.
D: can you just post the part of the code i looked through it and i didnt find one thing about animation D: