Author Topic: Do someone know how to make a Playertype with Milkshape3D?  (Read 2233 times)

I already know how to add joints and assign body parts with them and make animations, I just don't know how to use the DSQ properly and the scripting, if someone could teach me how to do it I would be happy, and in that way, I will be able to make the Beta Blockhead playertype that I am working with Alphadin

Also, there is anyway possible to use the default animations on my playertype without needing to remake all the animations for it? For example the Minifig playertype uses the default running and jump animation
« Last Edit: April 15, 2012, 10:12:44 PM by Filipe »

For example the Minifig playertype uses the default running and jump animation
Those are custom animations. Not sure if this is possible.

Those are custom animations. Not sure if this is possible.
Well the Beta Playertype (the buggy one) have all the default animations

i thought this was bannable?
:o

anywho:

it has animations.


walking!


Could someone tell me how I make animations to work in-game then? Since I know how to make animations already
« Last Edit: April 17, 2012, 12:34:01 PM by Filipe »

Well, if you don't have any extra animations besides the default ones, you just need to name your animations as the default names during export.
However, if you have extra/new animations, you will need to use TSShapeConstructor datablock to make your own playertype.

Quote
datablock TSShapeConstructor(playertypenameDts)
{
   baseShape  = "./shapefilename.dts";
   sequence0  = "./root.dsq root";
   .........
   sequence35 = "./wrench.dsq wrench"; //sequence 0 to 35 are the default animation sequences.
       
   sequence36 = "./cry.dsq cry"; //here I add a new sequence named "cry", so later on you can play this animation in game.
   .........                                       //you can add more animations if you need.
                                                     
};   

Well, if you don't have any extra animations besides the default ones, you just need to name your animations as the default names during export.
However, if you have extra/new animations, you will need to use TSShapeConstructor datablock to make your own playertype.

I need to name every animation the default player have? Because I am curious if i need to create an animation that it gets replaced in-game

Quote
I need to name every animation the default player have? Because I am curious if i need to create an animation that it gets replaced in-game

Okay I kind get what you are trying to do. I will assume you are making a completely new playertype.
Let's take a real life example, so the explanation will make more sense I hope.

The red words are the names of animation, and the green words are animation files that each names are linked to.
I believe that you can't change the name of sequence 0 to 35 since they are the default animation names used by Blockland, and you DO need all of them for your playertype to work.

However, you do not need to make unnecessary animations. The bottom line is that you MUST have root animation.
Here is how it works.

Quote
datablock TSShapeConstructor(AirDragonDts)
{
   baseShape  = "./AIRdragon3.dts";
   sequence0  = "./Adrag_root.dsq root"; //root animation is required

   sequence1  = "./Adrag_run.dsq run";
   sequence2  = "./Adrag_run.dsq walk"; //this playertype doesn't need walk animation, so we can use the run animation file to replace the walk animation file. As a result, the run animation will be
                                                                            //played no matter how fast the player move.

   ...........
   sequence35 = "./Adrag_root.dsq wrench"; //Also this playertype doesn't need wrench animation, so we just use the root animation file here.
   ...........
};