| Blockland Forums > Modification Help |
| Playertype Animation Problem {SOLVED} |
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| Chao:
Lately, I've been working on a new playertype, and it mostly works except for one part: The Animations. I have my animation in a DSQ file called "Mushroom_Root.dsq", and I have a base shape file called "Orange_Mushroom.dts". Here is the code for the playertype: --- Code: ---datablock TSShapeConstructor(OrangeMushroomDts) { baseShape = "./Orange_Mushroom.dts"; sequence0 = "./Mushroom_Stand.dsq root"; sequence1 = "./Mushroom_Root.dsq run"; sequence2 = "./Mushroom_Root.dsq walk"; sequence3 = "./Mushroom_Root.dsq back"; sequence4 = "./Mushroom_Root.dsq side"; sequence5 = "./Mushroom_Root.dsq crouch"; sequence6 = "./Mushroom_Root.dsq crouchRun"; sequence7 = "./Mushroom_Root.dsq crouchBack"; sequence8 = "./Mushroom_Root.dsq crouchSide"; sequence9 = "./Mushroom_Root.dsq look"; sequence10 = "./Mushroom_Root.dsq headside"; sequence11 = "./Mushroom_Root.dsq headUp"; sequence12 = "./Mushroom_Root.dsq jump"; sequence13 = "./Mushroom_Root.dsq standjump"; sequence14 = "./Mushroom_Root.dsq fall"; sequence15 = "./Mushroom_Root.dsq land"; sequence16 = "./Mushroom_Root.dsq armAttack"; sequence17 = "./Mushroom_Root.dsq armReadyLeft"; sequence18 = "./Mushroom_Root.dsq armReadyRight"; sequence19 = "./Mushroom_Root.dsq armReadyBoth"; sequence20 = "./Mushroom_Root.dsq spearready"; sequence21 = "./Mushroom_Root.dsq spearThrow"; sequence22 = "./Mushroom_Root.dsq talk"; sequence23 = "./Mushroom_Root.dsq death1"; sequence24 = "./Mushroom_Root.dsq shiftUp"; sequence25 = "./Mushroom_Root.dsq shiftDown"; sequence26 = "./Mushroom_Root.dsq shiftAway"; sequence27 = "./Mushroom_Root.dsq shiftTo"; sequence28 = "./Mushroom_Root.dsq shiftLeft"; sequence29 = "./Mushroom_Root.dsq shiftRight"; sequence30 = "./Mushroom_Root.dsq rotCW"; sequence31 = "./Mushroom_Root.dsq rotCCW"; sequence32 = "./Mushroom_Root.dsq undo"; sequence33 = "./Mushroom_Root.dsq plant"; sequence34 = "./Mushroom_Root.dsq sit"; sequence35 = "./Mushroom_Root.dsq wrench"; sequence36 = "./Mushroom_Root.dsq activate"; sequence37 = "./Mushroom_Root.dsq activate2"; sequence38 = "./Mushroom_Root.dsq leftrecoil"; }; datablock PlayerData(OrangeMushroomArmor) { renderFirstPerson = false; emap = false; className = Armor; shapeFile = "./Orange_Mushroom.dts"; cameraMaxDist = 8; cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees cameraVerticalOffset = 2.3; computeCRC = false; cameraDefaultFov = 90.0; cameraMinFov = 5.0; cameraMaxFov = 120.0; //debrisShapeName = "~/data/shapes/player/debris_player.dts"; //debris = horseDebris; aiAvoidThis = true; minLookAngle = -1.5708; maxLookAngle = 1.5708; maxFreelookAngle = 3.0; mass = 90; drag = 0.1; density = 0.7; maxDamage = 450; maxEnergy = 10; repairRate = 0.33; rechargeRate = 0.4; runForce = 11 * 90; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 6; maxBackwardSpeed = 3; maxSideSpeed = 3; maxForwardCrouchSpeed = 6; maxBackwardCrouchSpeed = 3; maxSideCrouchSpeed = 3; maxForwardProneSpeed = 6; maxBackwardProneSpeed = 3; maxSideProneSpeed = 3; maxForwardWalkSpeed = 6; maxBackwardWalkSpeed = 3; maxSideWalkSpeed = 3; maxUnderwaterForwardSpeed = 2; maxUnderwaterBackwardSpeed = 1; maxUnderwaterSideSpeed = 1; thirdpersononly = 1; jumpForce = 7 * 90; //8.3 * 90; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; minJetEnergy = 0; jetEnergyDrain = 0; canJet = 0; minImpactSpeed = 250; speedDamageScale = 3.8; boundingBox = vectorScale("1 1 2", 4); crouchBoundingBox = vectorScale("1 1 2", 4); pickupRadius = 0.75; jetEmitter = ""; jetGroundEmitter = ""; jetGroundDistance = 4; //footPuffEmitter = LightPuffEmitter; footPuffNumParts = 10; footPuffRadius = 0.25; //dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.1; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 85; jumpSurfaceAngle = 86; minJumpSpeed = 20; maxJumpSpeed = 30; horizMaxSpeed = 68; horizResistSpeed = 33; horizResistFactor = 0.35; upMaxSpeed = 80; upResistSpeed = 25; upResistFactor = 0.3; footstepSplashHeight = 0.35; //NOTE: some sounds commented out until wav's are available JumpSound = HorseJumpSound; // Footstep Sounds // FootSoftSound = HorseFootFallSound; // FootHardSound = HorseFootFallSound; // FootMetalSound = HorseFootFallSound; // FootSnowSound = HorseFootFallSound; // FootShallowSound = HorseFootFallSound; // FootWadingSound = HorseFootFallSound; // FootUnderwaterSound = HorseFootFallSound; //FootBubblesSound = FootLightBubblesSound; //movingBubblesSound = ArmorMoveBubblesSound; //waterBreathSound = WaterBreathMaleSound; //impactSoftSound = ImpactLightSoftSound; //impactHardSound = ImpactLightHardSound; //impactMetalSound = ImpactLightMetalSound; //impactSnowSound = ImpactLightSnowSound; impactWaterEasy = Splash1Sound; impactWaterMedium = Splash1Sound; impactWaterHard = Splash1Sound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; //exitingWater = ExitingWaterLightSound; // Inventory Items maxItems = 10; //total number of bricks you can carry maxWeapons = 5; //this will be controlled by mini-game code maxTools = 5; uiName = "Orange Mushroom"; rideable = true; lookUpLimit = 0.6; lookDownLimit = 0.2; canRide = false; showEnergyBar = false; paintable = true; brickImage = horseBrickImage; //the imageData to use for brick deployment }; --- End code --- Here is what the animation should look like: Here is what it looks like now: Do you know what is wrong? |
| Rusty:
Do your joints need to be linked? |
| Chao:
No, they don't. |
| otto-san:
Son, is this MapleStory? :O but is there not a way to edit the speed? |
| Chao:
It's not a speed problem. I have a speed of 15 FPS for the Animation. |
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