Author Topic: Tank Turret Bones  (Read 2537 times)

Note: Dont worry Ephialtes, I steal take your version. I just looked at yours and made my own.

This is the copied bones from the tank turret so(if you can) you can make your own turrets. In order for the turret barrel to aim up and down, you need assign your custom barrel to barrel100 joint.
Download(Ms3d)
Here's a small tutorial on exporting a player model.


 For the DSQ part, when you have the animation(s) done, export to tge plus, add the animation information in the box, check split DSQ export and export animations, and press export and it will make a .dts shape. Then, go back to TGE plus and press Export DSQ. This time, dont name the DSQ by its full name. Just use something (for example) like "bunny" and it will export all the animations in the box above.
All the .DSQs will be named (example) like bunny_walk or whatever you named the animation as.



Note, all player shapes needs to have a root animation(when the player stands still) or Blockland will crash.

So onto the scripting part.

For bunny, I have made a root, run, back, and crouch animation.

So Ill use the horse script for example

Code: [Select]
datablock TSShapeConstructor(HorseDts)
{
baseShape  = "./horse.dts";
sequence0  = "./h_root.dsq root";

sequence1  = "./h_run.dsq run";
sequence2  = "./h_run.dsq walk";
sequence3  = "./h_back.dsq back";
sequence4  = "./h_side.dsq side";

sequence5  = "./h_root.dsq crouch";
sequence6  = "./h_run.dsq crouchRun";
sequence7  = "./h_back.dsq crouchBack";
sequence8  = "./h_side.dsq crouchSide";

sequence9  = "./h_look.dsq look";
sequence10 = "./h_root.dsq headside";
sequence11 = "./h_root.dsq headUp";

sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./h_root.dsq fall";
sequence15 = "./h_root.dsq land";

sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./h_root.dsq armReadyLeft";
sequence18 = "./h_root.dsq armReadyRight";
sequence19 = "./h_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready"; 
sequence21 = "./h_root.dsq spearThrow";

sequence22 = "./h_root.dsq talk"; 

sequence23 = "./h_death1.dsq death1";

sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";

sequence32 = "./h_root.dsq undo";
sequence33 = "./h_plant.dsq plant";

sequence34 = "./h_root.dsq sit";

sequence35 = "./h_root.dsq wrench";

   sequence36 = "./h_root.dsq activate";
   sequence37 = "./h_root.dsq activate2";

   sequence38 = "./h_root.dsq leftrecoil";
}; 

Well mostly just do the usual stuff(rename datablocks/shapes ect.)
Just put the .dsq to the most logical function.

   sequence1  = "./h_run.dsq run";
   sequence2  = "./h_run.dsq walk";
   sequence3  = "./h_back.dsq back";
   sequence4  = "./h_side.dsq side";

to

   sequence1  = "./bunny_run.dsq run";
   sequence2  = "./bunny_run.dsq walk";
   sequence3  = "./bunny_back.dsq back";
   sequence4  = "./bunny_root.dsq side";// if you didnt make the side animation then just leave it as root



If you didnt make any .DSQ for a specific function, then change it to root.

If you dont understand the basics of animation, modeling and or scripting, please dont attempt.


« Last Edit: January 08, 2009, 07:47:02 PM by Peaceful War »

In order for the turret barrel to aim up and down, you need assign your custom barrel to barrel100 joint.

Actully no it doesn't matter what its called, when i made the military jeep turret, it was just called bone.

thegeek modeled the tank, badspot added bones, animated it, and exported it.

thegeek modeled the tank, badspot added bones, animated it, and exported it.
Actually, Ephialtes did that...

« Last Edit: January 08, 2009, 02:13:10 PM by Kaje »


Actually, Ephialtes did that...
Then why the hell where we told you did it, its all your fault.