Weapon Animation
by Alexander B · in Torque Game Engine · 09/01/2009 (5:42 am) · 5 replies
How do i get a weapon animation in? By that I mean when I shoot the gun plays an animation.
Thanks in advance.
Thanks in advance.
#2
Check the related cpp file (probably weapon.cpp) for a full list of pre-setup animation calls.
09/01/2009 (9:26 am)
Fire, and a few other animation names are hardcoded. So if you make an animation called "fire" and export it in the DTS model it will play automatically when you shoot.Check the related cpp file (probably weapon.cpp) for a full list of pre-setup animation calls.
#3
'Fire' works with stateSequence,it gets the string and calls findsequence(const char* ..)
09/01/2009 (9:36 am)
yes,'ambient' and 'spin' are hardcoded,'Fire' works with stateSequence,it gets the string and calls findsequence(const char* ..)
#4
09/02/2009 (3:43 am)
Thanks i will get my 3d modeller to do that. How do i get rid of the sound as well?
#5
CrossbowFireSound is defined at the top of crossbow.cs
For the FireSound to truly be 3D it MUST be Mono (1 channel) format.
The sound should stop on its own so I'm not sure what you mean by "get rid of the sound".
09/02/2009 (5:33 pm)
from crossbow.csstateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.2; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; ///******* stateSound[3] = CrossbowFireSound; ///*******
CrossbowFireSound is defined at the top of crossbow.cs
For the FireSound to truly be 3D it MUST be Mono (1 channel) format.
The sound should stop on its own so I'm not sure what you mean by "get rid of the sound".
Torque Owner Daniel Buckmaster
T3D Steering Committee
stateSequence is what you'll need to pay attention to.