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Player Type Construction
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Obibital:
Hello again lurkers of the General Help Forum.

I am in the process of doing a collaboration of a Rosie (BioShock) Player Type, but i would like to help them with the scripting since it will be confusing.

Since i cannot OPEN the .dts files im not sure what to use each one for, im taking this step by step, so first of all, What do i need to begin putting the model together?

Well i would imagine a completed Model of a Rosie, with all the assorted Arms,legs,ect...

After that i assume we will need the animations, and that is were im getting stuck.

Im using Rots Zombie Tank as a reference right now, and its not bad. so far im looking at this section.


--- Code: ---datablock TSShapeConstructor(RotZTankDts)
{
baseShape  = "./tank/zTank.dts";
sequence0  = "./tank/zTankRoot.dsq root";

sequence1  = "./tank/zTankRun.dsq run";
sequence2  = "./tank/zTankRun.dsq walk";
sequence3  = "./tank/zTankRoot.dsq back";
sequence4  = "./tank/zTankRoot.dsq side";

sequence5  = "./tank/zTankCrouch.dsq crouch";
sequence6  = "./tank/zTankCrouchRun.dsq crouchRun";
sequence7  = "./tank/zTankRoot.dsq crouchBack";
sequence8  = "./tank/zTankRoot.dsq crouchSide";

sequence9  = "./tank/zTankRoot.dsq look";
sequence10 = "./tank/zTankRoot.dsq headside";
sequence11 = "./tank/zTankRoot.dsq headUp";

sequence12 = "./tank/zTankJump.dsq jump";
sequence13 = "./tank/zTankRoot.dsq standjump";
sequence14 = "./tank/zTankRoot.dsq fall";
sequence15 = "./tank/zTankRoot.dsq land";

sequence16 = "./tank/zTankRoot.dsq armAttack";
sequence17 = "./tank/zTankRoot.dsq armReadyLeft";
sequence18 = "./tank/zTankRoot.dsq armReadyRight";
sequence19 = "./tank/zTankRoot.dsq armReadyBoth";
sequence20 = "./tank/zTankRoot.dsq spearready"; 
sequence21 = "./tank/zTankRoot.dsq spearThrow";

sequence22 = "./tank/zTankRoot.dsq talk"; 

sequence23 = "./tank/zTankDie.dsq death1";

sequence24 = "./tank/zTankRoot.dsq shiftUp";
sequence25 = "./tank/zTankRoot.dsq shiftDown";
sequence26 = "./tank/zTankRoot.dsq shiftAway";
sequence27 = "./tank/zTankRoot.dsq shiftTo";
sequence28 = "./tank/zTankRoot.dsq shiftLeft";
sequence29 = "./tank/zTankRoot.dsq shiftRight";
sequence30 = "./tank/zTankRoot.dsq rotCW";
sequence31 = "./tank/zTankRoot.dsq rotCCW";

sequence32 = "./tank/zTankRoot.dsq undo";
sequence33 = "./tank/zTankRoot.dsq plant";

sequence34 = "./tank/zTankRoot.dsq sit";

sequence35 = "./tank/zTankRoot.dsq wrench";

   sequence36 = "./tank/zTankRoot.dsq activate";
   sequence37 = "./tank/zTankActivate2.dsq activate2";

   sequence38 = "./tank/zTankRoot.dsq leftrecoil";
};   

--- End code ---

And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order.

But are there specifics on how the animation must look? could i add more?

Help with be awarded with gratuities.
TheKhoz:

--- Quote from: Obibital on August 27, 2010, 11:13:41 AM ---And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order.

But are there specifics on how the animation must look? could i add more?

--- End quote ---
Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process.
Obibital:

--- Quote from: TheKhoz on August 27, 2010, 01:15:15 PM ---Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process.

--- End quote ---

Thats good to know thanks

But what about the names of certain parts?

Like how the joints on a gun need to have certain names? (i.e. muzzlePoint and mountPoint)

Would the Group named need to be specific like Head100, body100, rhand100  ect?
TheLegomaster:
Here's a list of all mountpoints and sequences

--- Quote ---Mountpoints for players and animations: (By The Russian and people who posted in his thread)
List of Bone Names:

eye - First person Camera

mount0 - Right Hand
mount1 - Left Hand
mount2 - Body
mount3 - Right Foot
mount4 - Left Foot
mount5 - Head
mount6 - Visor
mount7 - Pants

List of Sequences:

am_activate1 - Activation
am_activate2 - Flailing arms
am_armattack - Attacking with the right hand
am_armreadyboth - Both arms out (Looks like /hug)
am_armreadyleft - Left arm out
am_armreadyright - Right arm out
am_back - moving backwards
am_crouch - crouching
am_crouchback - moving backwards while crouching
am_crouchrun - moving forwars while crouching
am_crouchside - Moving from side to side while crouching
am_death - Death Animation
am_fall - Falling Animation
am_headside - Freelook
am_headup - Used when model requires neck usage; tilts the head up
am_jump - Jumping Animation
am_land - When you hit the ground hard
am_leftrecoil - Moving the left hand up
am_look - Spins the torso on the X axis; used for pitch camera adjustment
am_plant - Planting a brick
am_root - Null Thread, there is no animation
am_rotCW - Turning clockwise
am_rotCCW - Turning counter clockwise
am_run - Running
am_shiftAway - Shifting the ghostbrick away from you
am_shiftDown - Shifting the ghostbrick downwards
am_shiftLeft - Shifting the ghostbrick to the left
am_shiftRight - Shifting the ghostbrick to the right
am_shiftTo - Shifting the ghostbrick towards you
am_shiftUp - Shifting the ghostbrick upwards
am_side - Moving from side to side
am_sit - Sitting
am_spearReady - Charging the spear
am_spearThrow - Throwing the spear
am_standJump - Jumping while standing still
am_talk - Talking animation
am_undo - Hitting Ctrl+Z (The shaking head thing)
am_walk - Walking Animation
am_wrench - Wrenching Animation
--- End quote ---
goz3rr:
A *.dts can be opened with Shaper (Trial) and then be exported to Milkshape ASCII
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