since im not clear of how torque works, we will use the "godzilla" weapon from the Rampage Gamemode
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData( godzillaLeftHandImage )
{
// Basic Item properties
shapeFile = "./lHand.dts";//"base/data/shapes/empty.dts";
emap = true;
mountPoint = 1;
doColorShift = true;
colorShiftColor = "1.0 0.878 0.612 1.0";
offset = "0 0.2 0";
};
datablock ShapeBaseImageData( godzillaWeaponImage )
{
// Basic Item properties
shapeFile = "./rHand.dts";//"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 0.2 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 = godzillaWeaponItem;
ammo = " ";
projectile = godzillaWeaponProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = false;
//casing = " ";
doColorShift = true;
colorShiftColor = "1.0 0.878 0.612 1.0";
// 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] = godzillaWeaponDrawSound;
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] = "Ready";
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 godzillaWeaponImage::onFire( %this, %obj )
{
%obj.playthread( 2, activate2 );
}
function godzillaWeaponImage::onMount( %this, %obj )
{
%obj.playThread( 1, armReadyBoth );
%obj.mountImage( godzillaLeftHandImage, 1 );
parent::onMount( %this, %obj );
}
function godzillaWeaponImage::onUnmount( %this, %obj )
{
if( %obj.getMountedImage( 1 ).getName() $= "godzillaLeftHandImage" )
%obj.unMountImage( 1 );
parent::onUnmount( %this, %obj );
}
function godzillaWeaponImage::onPreFire(%this, %obj, %slot)
{
return;
}
function godzillaWeaponImage::onStopFire(%this, %obj, %slot)
{
return;
}
there has been someone that was able to make hands visible but i am not sure which node to be visible in first person mode, so we use this as a attempt to make hands appear