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| Melee weapon help |
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| Anybody:
well, you need to since it is not 0 0 0 on the sword script |
| Flubbman:
eyeOffset? |
| Blastdown:
--- Quote from: Blastdown on February 16, 2011, 03:08:24 PM ---That is script related. If I recall correctly, it has something to do with this block of code. --- Code: ---//////////////// //weapon image// //////////////// datablock ShapeBaseImageData(swordImage) { // Basic Item properties shapeFile = "./sword.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "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 = false; eyeOffset = "0.7 1.2 -0.25"; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = swordItem; ammo = " "; projectile = swordProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = true; doRetraction = false; //raise your arm up or not armReady = true; //casing = " "; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // 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] = 0.5; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = swordDrawSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "PreFire"; stateAllowImageChange[1] = true; stateName[2] = "PreFire"; stateScript[2] = "onPreFire"; stateAllowImageChange[2] = false; stateTimeoutValue[2] = 0.1; stateTransitionOnTimeout[2] = "Fire"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "CheckFire"; stateTimeoutValue[3] = 0.2; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateWaitForTimeout[3] = true; stateName[4] = "CheckFire"; stateTransitionOnTriggerUp[4] = "StopFire"; stateTransitionOnTriggerDown[4] = "Fire"; stateName[5] = "StopFire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.2; stateAllowImageChange[5] = false; stateWaitForTimeout[5] = true; stateSequence[5] = "StopFire"; stateScript[5] = "onStopFire"; }; --- End code --- --- End quote --- I just realized I cross posted, sowwies. :c Eitherway, it's not your model. This has to do with either the sequences, eyeOffset, or offset (of course, I may have recalled incorrectly). |
| Flubbman:
I never edited any of that, I think. I just replaced almost every "sword" there was with my weapon name. |
| Demian:
Set eyeOffset to 0 0 0. |
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