Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 232299 times)

i might make an "easter egg" variant that fires the Dragon's Feng's rounds :cookieMonster:

i remade the m9 beretta



i also removed supressor but w/e

why's the trigger guard trying to run away :panda:

I like it except for the trigger and trigger guard
wtf
it's so droopy

spin me round right round etc etc
but

how is it going to be held?

yeah, considering replacing the chainsaw grip with a grip that sticks up and moving the mountpoint there so it doesn't look so goofy, we'll see once i've had a little hands on time with it ingame

halp
Getting a really weird bug with the spinning, I'll put a video soon to see if anyone has any ideas to help out.

https://www.youtube.com/watch?v=VMBhqIa92_w

make a new animation starting from where the charge-up spinning animation ends
it would probably be the most appropriate to make it spin over one barrel
then export it as a looping animation and use the animation for the firing sequence

it has nothing to do with the animations

it has nothing to do with the animations
Gimmie ur code and I'll examine it in the morning; stateSequences are really bothersome sometimes.

ALSO ADV CODE UPDATE: I'm starting the proofing and glitchfixing process of a lot of stuff, guns will be ready to test sooner or later I'm sure; maybe I'll even tweak them for some more interesting stuff :o
« Last Edit: September 09, 2013, 02:34:37 AM by Rykuta »

firing states:
   stateName[0]                        = "Activate";
   stateTimeoutValue[0]                = 0.15;
   stateTransitionOnTimeout[0]          = "LoadCheckA";
   StateSequence[0]               = "WindDown";
   StateSound[0]                  = "SmallDrawSound";
   StateScript[0]                  = "onMount";
   
   stateName[1]                        = "Ready";
   stateTransitionOnNoAmmo[1]          = "Reload";
   stateTransitionOnTriggerDown[1]     = "WindUp";
   stateAllowImageChange[1]            = true;
   stateScript[1]                  = "onReady";
   
   stateName[2]                  = "WindUp";
   stateAllowImageChange[2]         = false;
   stateTransitionOnTimeout[2]         = "Fire";
   stateTimeoutValue[2]            = 1.00;
   stateWaitForTimeout[2]            = true;
   stateSequence[2]               = "WindUp";
   stateSound[2]                  = M134WindUpSound;
   stateTransitionOnTriggerUp[2]      = "Ready";

   stateName[3]                       = "Fire";
   stateTransitionOnTimeout[3]        = "Smoke";
   stateTimeoutValue[3]               = 0.002;
   stateFire[3]                       = true;
   stateAllowImageChange[3]           = false;
   stateSequence[3]                   = "FireSpin";
   stateScript[3]                     = "onFire";
   stateEjectShell[3]                  = true;
   stateEmitter[3]                  = M134FireEmitter;
   stateEmitterTime[3]               = 0.05;
   stateEmitterNode[3]               = "muzzleNode";
   stateWaitForTimeout[3]            = true;
   StateSequence[3]               = "FireSpin";
   stateSound[3]                  = M134FireSound;

   stateName[4]                   = "Smoke";
   stateEmitter[4]                  = gunSmokeEmitter;
   stateEmitterTime[4]               = 0.3;
   stateEmitterNode[4]               = "muzzleNode";
   stateTimeoutValue[4]            = 0.01;
   stateTransitionOnTimeout[4]         = "LoadCheckA";
   StateSequence[4]               = "WindDown";
   stateSound[4]                  = M134WindDownSound;


full thing is here if you need it http://pastebin.com/g3GqbvFs

i might just give this out idk



-SnipSnap; takin a post-
Animations go at the rate of the timeout on the state. And will stay at the end of any animation unless the state loops, then it will restart at that animation. Keep this in mind while designing, I can't see anything really other than those kind of things being issues, but that's the generic problem, I'll look at it further when I have more time.

i'll try and see if i can work it out myself keeping that in mind then