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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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