| Blockland Forums > Modification Help |
| Firing a gun without hand moving |
| (1/3) > >> |
| Demian:
I assume stateSequence, in weapons, is the animation that is played? (Like fire, reload, ready etc.) I need the name for the default animation, which is hands on the sides. I'm trying to fire a gun without the hand moving. |
| Demian:
Bump. |
| Bauklotz:
server.cs from Weapon_Gun --- Code: ---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"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready"; --- End code --- Change all the stateSequence's to ready? --- Code: ---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] = "Ready"; 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] = "Ready"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready"; --- End code --- |
| Demian:
No effect. |
| lordician:
stateSequence is for the animations on the model it is connected to (in case of a weapon, the weapon). What you may notice when looking through the code of the default gun is the following lines: --- Code: --- //raise your arm up or not armReady = true; --- End code --- Change true into false and it should work properly. |
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