Author Topic: Do I need anything else in a Playertype?  (Read 1490 times)

In my playertype I have all the joints as follows:

mount0
mount1
mount2
mount3
mount4
mount5
mount6
mount7

It crashes when I load it, not just use it.  Do I need a root node or an eye node?

If it's a custom model then you need the root.dsq animation.

If it's a custom model then you need the root.dsq animation.
Yep, I got all the animations, is all I need to call it "root.dsq"?

Did you name the animations correctly? Also you need eye and cam from my experience.

You need all the dsq animations that the horse has, for any animations you don't have just use root.dsq in its place.

Is that root or am_root?

Is "eye" a joint or name of a node in 1st or 3rd person.

Yeah this is the farthest I got the last 4 times I asked this^^^ question...

A little help on this would be great.

What is it, if it's like Tuevon Bot it should be called some thing like tb_root.dsq

Everything else should have the same beginning.

The names of the animation files doesn't matter.

You have to set it up.

for example
Code: [Select]
datablock TSShapeConstructor(tremorDts)
{
    baseShape  = "./tremor.dts";
   
    //- Default Animations -
    sequence0  = "./t_root.dsq root";
    sequence1  = "./t_root.dsq run";
    sequence2  = "./t_root.dsq walk";
    sequence3  = "./t_root.dsq back";
    sequence4  = "./t_root.dsq side";
    sequence5  = "./t_Burrow.dsq crouch";
    sequence6  = "./t_Burrowmove.dsq crouchRun";
    sequence7  = "./t_Burrowmove.dsq crouchBack";
    sequence8  = "./t_Burrowmove.dsq crouchSide";
    sequence9  = "./t_root.dsq look";
    sequence10 = "./t_root.dsq headside";
    sequence11 = "./t_root.dsq headUp";
    sequence12 = "./t_root.dsq jump";
    sequence13 = "./t_root.dsq standjump";
    sequence14 = "./t_root.dsq fall";
    sequence15 = "./t_root.dsq land";
    sequence16 = "./t_root.dsq armAttack";
    sequence17 = "./t_root.dsq armReadyLeft";
    sequence18 = "./t_root.dsq armReadyRight";
    sequence19 = "./t_root.dsq armReadyBoth";
    sequence20 = "./t_root.dsq spearready"; 
    sequence21 = "./t_root.dsq spearThrow";
    sequence22 = "./t_root.dsq talk"; 
    sequence23 = "./t_Death.dsq death1";
    sequence24 = "./t_root.dsq shiftUp";
    sequence25 = "./t_root.dsq shiftDown";
    sequence26 = "./t_root.dsq shiftAway";
    sequence27 = "./t_root.dsq shiftTo";
    sequence28 = "./t_root.dsq shiftLeft";
    sequence29 = "./t_root.dsq shiftRight";
    sequence30 = "./t_root.dsq rotCW";
    sequence31 = "./t_root.dsq rotCCW";
    sequence32 = "./t_root.dsq undo";
    sequence33 = "./t_root.dsq plant";
    sequence34 = "./t_root.dsq sit";
    sequence35 = "./t_root.dsq wrench";
    sequence36 = "./t_Bite.dsq activate";
    sequence37 = "./t_Eat.dsq activate2";
    sequence38 = "./t_root.dsq leftrecoil";
    sequence39 = "./t_eat.dsq eat";
    sequence40 = "./t_bite.dsq bite";
};

Can all the animations be root?  And is the eye node a joint?