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Melee Weapon Animating in First Person.

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Trogtor:


--- Quote from: TheKhoz on September 08, 2011, 08:15:59 PM ---That's not all that you changed.

You obviously did it wrong or changed something else.

--- End quote ---

This is from the script in the sword


--- Quote ---// 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";
--- End quote ---

Before I changed it, it was the same thing.
The sword works fine.

It has to be something else.

TheKhoz:


--- Quote from: Trogtor on September 08, 2011, 08:18:59 PM ---This is from the script in the sword

Before I changed it, it was the same thing.
The sword works fine.

It has to be something else.

--- End quote ---
The sword works fine, but that offset is designed for the sword only.

Listen to me. Change it to "0 0 0";

that won't break it.

Edit: One of the most popular melee weapons of all time, butterfly knife:

--- Code: ---datablock ShapeBaseImageData(butterflyknifeImage)
{
   // Basic Item properties
   shapeFile = "./bknife2.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";
--- End code ---

Edit2: TF2 Ubersaw, as well:

--- Code: ---datablock ShapeBaseImageData(tf2UbersawImage)
{
   // Basic Item properties
   shapeFile = "./ubersaw.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0.05 0.05 0.1";
   rotation = eulerToMatrix("30 0 0");
   eyeOffset = "0";

--- End code ---


Trogtor:

Its still not working.

Can you spot what I did wrong?


--- Quote ---//entrepreneur Staff.cs
datablock AudioProfile(entrepreneur StaffDrawSound)
{
   filename    = "./entrepreneur StaffDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(entrepreneur StaffHitSound)
{
   filename    = "./entrepreneur StaffHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(entrepreneur StaffExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(entrepreneur StaffExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "entrepreneur StaffExplosionParticle";

   uiName = "entrepreneur Staff Hit";
};

datablock ExplosionData(entrepreneur StaffExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = entrepreneur StaffHitSound;

   particleEmitter = entrepreneur StaffExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("entrepreneur Staff",   '<bitmap:add-ons/Weapon_entrepreneur _Staff/CI_entrepreneur Staff> %1',    '%2 <bitmap:add-ons/Weapon_entrepreneur _Staff/CI_entrepreneur Staff> %1',0.75,1);
datablock ProjectileData(entrepreneur StaffProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::entrepreneur Staff;
   radiusDamageType  = $DamageType::entrepreneur Staff;
   explosion           = entrepreneur StaffExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "entrepreneur Staff Slice";
};


//////////
// item //
//////////
datablock ItemData(entrepreneur StaffItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./entrepreneur Staff.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "entrepreneur  Staff";
   iconName = "./icon_entrepreneur Staff";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

    // Dynamic properties defined by the scripts
   image = entrepreneur StaffImage;
   canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(entrepreneur StaffImage)
{
   // Basic Item properties
   shapeFile = "./entrepreneur Staff.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 = "0.0 0.0 0.0";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = entrepreneur StaffItem;
   ammo = " ";
   projectile = entrepreneur StaffProjectile;
   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]                    = entrepreneur StaffDrawSound;

   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";


};

function entrepreneur StaffImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}

function entrepreneur StaffImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}
--- End quote ---


TheKhoz:


--- Quote from: Trogtor on September 08, 2011, 08:27:28 PM ---Its still not working.

Can you spot what I did wrong?


--- End quote ---
What did your regular old 'offset' used to be?

Trogtor:


--- Quote from: TheKhoz on September 08, 2011, 08:28:31 PM ---What did your regular old 'offset' used to be?

--- End quote ---

0 0 0

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