Author Topic: making a custom dsq animation in an addon to playthread?  (Read 773 times)

Can I make my own dsq animation and package it with an add-on and play the thread through scripts?

like say it's a weapon add-on and whenever you fire, the player plays a custom thread that makes his hand move in a certain way.

You can add more animations to the m.dts constructor that use your .dsq files, then they'll be available on all player types that use it.

However, if the datablock gets too large, it will fail to load. So this isn't a good idea if many add-ons start doing it.

so a better idea would maybe to package a variety of animations as a totally separate add-on and encourage everyone to use those instead of making their own.
« Last Edit: March 04, 2016, 08:39:52 AM by Trogtor »

I don't really get why you need custom player animations for weapons? All he has to do is raise his hand and the rest is done by the mounted image.

im probably gonna drop the idea that I thought of, but it would be a cool idea to have animations such as the players head spinning in a circle as if they are stunned

You can add more animations to the m.dts constructor that use your .dsq files, then they'll be available on all player types that use it.

However, if the datablock gets too large, it will fail to load. So this isn't a good idea if many add-ons start doing it.

You can have any number of animations in a single DSQ file, so you only need one entry in the TSShapeConstructor