Author Topic: Making a throwing dart. Help with the projectile.  (Read 1567 times)

So I'm making a throwing dart:





I have added armatures:



and the empties.  I'm going to base the script off of the T+T sticky grenade because it has a projectile that is the same as the held item and sticks to walls, two properties I want the dart to have.  How do I make a projectile of my dart?

I believe that to make a Projectile, you just import the model and center it upon the axis, so that the axis is the very middle of the model, in all directions. You don't need a joint, you just export the .dts as such. Now, if you were making something that spun, you might add a joint that you would animate to spin but with a dart I don't think you need that.

At least, this is the protocol for making a projectile in Milkshape. I assume it would be the same in Blender, but there might be some sort of parenting or whatever that you need to do.

I would also use an LOD of 0

Nice model, by the way.

I believe that to make a Projectile, you just import the model and center it upon the axis, so that the axis is the very middle of the model, in all directions. You don't need a joint, you just export the .dts as such. Now, if you were making something that spun, you might add a joint that you would animate to spin but with a dart I don't think you need that.

At least, this is the protocol for making a projectile in Milkshape. I assume it would be the same in Blender, but there might be some sort of parenting or whatever that you need to do.

I would also use an LOD of 0

Nice model, by the way.

Since the hand will have a downward from 90 degree swing, and there are no default animations for that, would this require me to create my own animation if I wanted to have a special animation.  It isn't really required, but it would be a nice touch.  If so, how would the script differentiate the dart in the hand from the dart projectile.  Or am I thinking of this completely wrong and I don't need a hand in the model?


Since the hand will have a downward from 90 degree swing, and there are no default animations for that, would this require me to create my own animation if I wanted to have a special animation.  It isn't really required, but it would be a nice touch.  If so, how would the script differentiate the dart in the hand from the dart projectile.  Or am I thinking of this completely wrong and I don't need a hand in the model?


You probably don't, but the hand would be invisible in-game. As for the animation, I think am_spearThrow might work.

Yes, the spear throw animation would work fine.

Yes, the spear throw animation would work fine.

You probably don't, but the hand would be invisible in-game. As for the animation, I think am_spearThrow might work.

Ah, right, forgot about that.