| Blockland Forums > Modification Help |
| Changing animation speed. |
| (1/1) |
| Bizzarre:
As I return to blockland I want to make something to brush up on my old add-on making skills. I simply wanted to take the normal gun, edit the model a bit and add an ammo, headshot support, and iron sight. But I already ran into a problem that I should know the answer to. Last time I made some sort of animated item, all I had to do was change the "stateTimeoutValue" code segment to change the animation speed (the animations name is reload), but all it does now is wait 1.7 seconds after I fire, then plays the animation slowly. Was there some sort of a change in the blockland engine since I last played in V16 or am I just doing something wrong? --- Code: ---//AmmoGun.cs AddDamageType("AmmoGun", '<bitmap:add-ons/Weapon_Gun/CI_gun> %1', '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1); datablock ProjectileData(AmmoGunProjectile) { projectileShapeName = "add-ons/Weapon_Gun/bullet.dts"; directDamage = 30; directDamageType = $DamageType::AmmoGun; radiusDamageType = $DamageType::AmmoGun; brickExplosionRadius = 0; brickExplosionImpact = true; brickExplosionForce = 10; brickExplosionMaxVolume = 1; brickExplosionMaxVolumeFloating = 2; impactImpulse = 400; verticalImpulse = 400; explosion = gunExplosion; particleEmitter = ""; muzzleVelocity = 90; velInheritFactor = 1; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; }; datablock ItemData(AmmoGunItem) { category = "Weapon"; className = "Weapon"; shapeFile = "Add-Ons/Weapon_Gun/pistol.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; uiName = "Ammo Gun"; iconName = "add-ons/Weapon_Gun/icon_gun"; doColorShift = true; colorShiftColor = "0.25 0.25 0.25 1.000"; image = AmmoGunImage; canDrop = true; }; datablock ShapeBaseImageData(AmmoGunImage) { shapeFile = "./AmmoGun.dts"; emap = true; mountPoint = 0; offset = "0 0 0"; eyeOffset = 0; //"0.7 1.2 -0.5"; rotation = eulerToMatrix( "0 0 0" ); correctMuzzleVector = true; className = "WeaponImage"; item = BowItem; ammo = " "; projectile = AmmoGunProjectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; melee = false; armReady = true; doColorShift = false; colorShiftColor = "0.400 0.196 0 1.000"; //casing = " "; stateName[0] = "Activate"; stateTimeoutValue[0] = 0.15; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateSequence[1] = "Ready"; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Smoke"; stateTimeoutValue[2] = 0.14; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateEmitter[2] = gunFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateSound[2] = gunShot1Sound; stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitter[3] = gunSmokeEmitter; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateTimeoutValue[3] = 0.01; stateTransitionOnTimeout[3] = "Reload"; stateName[4] = "Reload"; stateSequence[4] = "Reload"; stateTransitionOnTimeout[4] = "Wait"; stateTimeoutValue[2] = 1.7; stateSequence[4] = "Reload"; stateName[5] = "Wait"; stateTransitionOnTriggerUp[5] = "Ready"; }; function AmmoGunImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(1, shiftUp); Parent::onFire(%this,%obj,%slot); } function AmmoGunImage::onMount(%this, %obj, %slot) { Parent::onMount(%this, %obj, %slot); %obj.playThread(2, armreadyboth); %obj.hideNode("lhand"); %obj.hideNode("rhand"); %obj.hideNode("lhook"); %obj.hideNode("rhook"); } function AmmoGunImage::onUnMount(%this, %obj, %slot) { Parent::onUnMount(%this, %obj, %slot); if(isObject(%obj.client)) { %obj.client.applyBodyParts(); %obj.client.applyBodyColors(); } else { %obj.unHideNode("lhand"); %obj.unHideNode("lhook"); } } --- End code --- Just throwing in a picture so you have an idea as to what my goal is: |
| Chrono:
Um, no that doesn't change animation speed, it changes how long it takes before the next state plays. |
| Bizzarre:
--- Quote from: Chrono on November 10, 2010, 08:06:35 PM ---Um, no that doesn't change animation speed, it changes how long it takes before the next state plays. --- End quote --- http://forum.blockland.us/index.php?topic=108566.0 I could have swore it changed the animation speed. |
| Bizzarre:
Oh god I'm so stupid, the mistake is obvious. |
| Navigation |
| Message Index |