Blockland Forums > Modification Help
Firing a gun without hand moving
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.