Blockland Forums > Modification Help
Creating a Joint/DTS Exporter Choice/Animations.
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Blastdown:

--- Quote from: SWAT One on September 26, 2010, 04:43:33 PM ---I did pull the Bar, and well...  Do I export every animation sequence, all I want is for a trigger to go back and forth smoothly, and when I click "Play animation" it stays at the first frame.

--- End quote ---

One sequence would be pulling the trigger from frames 1-8, a second could be a reload animation from 9-12 and so on.
And yes, you must export every sequence (not frame) or they will not appear in-game as they will not exist in the .dts form.

I've never heard of "Play animation", only "Play Forward". Current Frame will continue to stay at 1.0 when you choose to play the animation.
Milkshape 3D's animation feature may be a bit confusing at first.

When animating, frame 1 could be pulling the trigger back 0.5, pull the bar to frame 2 another 0.5 and then pull the bar to frames 3 and 4 pulling forward 0.5 each, to make a simple back-forward motion.
You could set frames 1-2 to the sequence Back (for example), and then frames 3-4 to the sequence Forward.



--- Quote from: SWAT One on September 26, 2010, 04:43:33 PM ---Second, what do I call the joint that fires a projectile and the joint that you center where you would hold the weapon?

--- End quote ---

Muzzlepoint is the joint where the projectile will shoot from.
Mountpoint is where the blockhead holds the weapon.
SWAT One:

--- Quote from: Blastdown on September 26, 2010, 05:27:39 PM ---One sequence would be pulling the trigger from frames 1-8, a second could be a reload animation from 9-12 and so on.
And yes, you must export every sequence (not frame) or they will not appear in-game as they will not exist in the .dts form.

I've never heard of "Play animation", only "Play Forward". Current Frame will continue to stay at 1.0 when you choose to play the animation.
Milkshape 3D's animation feature may be a bit confusing at first.

When animating, frame 1 could be pulling the trigger back 0.5, pull the bar to frame 2 another 0.5 and then pull the bar to frames 3 and 4 pulling forward 0.5 each, to make a simple back-forward motion.
You could set frames 1-2 to the sequence Back (for example), and then frames 3-4 to the sequence Forward.


Muzzlepoint is the joint where the projectile will shoot from.
Mountpoint is where the blockhead holds the weapon.

--- End quote ---
First, the animation:  use Extrude or Move?

Second, Im trying to make a model for the Gravity Gun.  (the printer model is unacceptable)
And I want it to be double-handed, like he Shockwave or Mininuke.  I want one model to be held with one hand (The Headsploder) and one model Held wih 2 hands.(Gravity Gun)

Third, how do I make the Barrel emit smoke?
Blastdown:

--- Quote from: SWAT One on October 03, 2010, 04:42:31 PM ---First, the animation:  use Extrude or Move?

--- End quote ---
Move and Rotate.
Extrude is for modeling, it won't work with animation that I'm aware of.


--- Quote from: SWAT One on October 03, 2010, 04:42:31 PM ---Second, Im trying to make a model for the Gravity Gun.  (the printer model is unacceptable)
And I want it to be double-handed, like he Shockwave or Mininuke.  I want one model to be held with one hand (The Headsploder) and one model Held wih 2 hands.(Gravity Gun)

--- End quote ---
You can only use one joint, that being mountpoint, but there is a piece of script that will make the left hand go up (Kaje's Minigun weapon is a perfect example).


--- Quote from: SWAT One on October 03, 2010, 04:42:31 PM ---Third, how do I make the Barrel emit smoke?

--- End quote ---

Muzzlepoint shall emit smoke on the end of the barrel (if that is what you mean) when a smoke emitter is added in the script.
I believe there is a way to use joints to make custom emitter sections, but I do not fully know.
SWAT One:
Blastdown, you've been alot of help.  Thank you.  However since my most recent computer crash, I need to re-download the Trial Version, and I'm saving up for the full version.

Edit: I also wonder if there is any script needed for just equipping it ingame.  If there is, I would appriciate if anyone could post it in a code snip.
Edit2: Second, I need instructions on how to create the UI Name and such, just "Weapon_The Headsploder"?
Blastdown:

--- Quote from: SWAT One on October 13, 2010, 09:33:22 PM ---Edit: I also wonder if there is any script needed for just equipping it ingame.  If there is, I would appriciate if anyone could post it in a code snip.

--- End quote ---

In the default Gun's server.cs script, scroll down to "datablock ShapeBaseImageData(gunImage)" this is the area of the code that will helps with "equipping" your weapon in-game as well as the block I posted below.


--- Quote from: SWAT One on October 13, 2010, 09:33:22 PM ---Edit2: Second, I need instructions on how to create the UI Name and such, just "Weapon_The Headsploder"?

--- End quote ---

This was taken from the default Gun's server.cs script.


--- Code: ---//////////
// item //
//////////
datablock ItemData(GunItem)
{
    category = "Weapon";  // Mission editor category
    className = "Weapon"; // For inventory system

     // Basic Item Properties
    shapeFile = "./pistol.dts";
    rotate = false;
    mass = 1;
    density = 0.2;
    elasticity = 0.2;
    friction = 0.6;
    emap = true;

    //gui stuff
    uiName = "Gun";
    iconName = "./icon_gun";
    doColorShift = true;
    colorShiftColor = "0.25 0.25 0.25 1.000";

     // Dynamic properties defined by the scripts
    image = gunImage;
    canDrop = true;
};
--- End code ---

If you look, you can see the uiName = "Gun"; under //gui stuff.
Just change Gun to your weapons name.
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