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| Firing a gun without hand moving |
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| Space Guy:
The "armReady" section will stop it raising the arm when you take out the weapon initially. Look for a section like this (from the default here) in your weapon: --- Code: ---function gunImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, shiftAway); Parent::onFire(%this,%obj,%slot); } --- End code --- If you remove all of that then it won't animate when you fire it either. |
| Demian:
I keep telling you people my armReady is set to false but the hand is still holding up. --- Quote from: Space Guy on December 23, 2010, 01:20:24 PM --- --- Code: ---function gunImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, shiftAway); Parent::onFire(%this,%obj,%slot); } --- End code --- If you remove all of that then it won't animate when you fire it either. --- End quote --- Thanks. That removed the firing animation. |
| lordician:
--- Quote from: Space Guy on December 23, 2010, 01:20:24 PM ---The "armReady" section will stop it raising the arm when you take out the weapon initially. Look for a section like this (from the default here) in your weapon: --- Code: ---function gunImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, shiftAway); Parent::onFire(%this,%obj,%slot); } --- End code --- If you remove all of that then it won't animate when you fire it either. --- End quote --- So you say making the armReady section to false really should help? |
| Demian:
Here's the image. I just copypasted the gun and removed the stuff I don't need. --- Code: ---datablock ShapeBaseImageData(invGunImage) { // Basic Item properties shapeFile = "base/data/shapes/empty.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "0 0 0"; eyeOffset = 0; //"0.7 1.2 -0.5"; rotation = eulerToMatrix( "0 0 0" ); // When firing from a point offset from the eye, muzzle correction // will adjust the muzzle vector to point to the eye LOS point. // Since this weapon doesn't actually fire from the muzzle point, // we need to turn this off. correctMuzzleVector = true; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = BowItem; ammo = " "; projectile = invGunProjectile; projectileType = Projectile; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = false; doColorShift = false; //casing = " "; // Images have a state system which controls how the animations // are run, which sounds are played, script callbacks, etc. This // state system is downloaded to the client so that clients can // predict state changes and animate accordingly. The following // system supports basic ready->fire->reload transitions as // well as a no-ammo->dryfire idle state. // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.15; stateTransitionOnTimeout[0] = "Ready"; 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; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateName[3] = "Smoke"; stateTimeoutValue[3] = 0.01; stateTransitionOnTimeout[3] = "Reload"; stateName[4] = "Reload"; stateSequence[4] = "Reload"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready"; }; --- End code --- |
| lordician:
You could do something like call the 'idle' animation in the onReady function or something like that. :S But that's an extremely hacky way for such a thing. |
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