Game Development Community

default triggering

by Martin Banks · in Torque 3D Professional · 09/08/2009 (1:23 pm) · 4 replies

How is $mvTrigger0 etc. tied to the weapons fire animations?

#1
09/08/2009 (1:56 pm)
In the source, player.cpp. Normal fire is just one such "move" trigger. Alt-fire/jetting share trigger1, jumping is called from trigger2, crouchPose by trigger3 and pronePose by trigger4.
#2
09/08/2009 (1:57 pm)
in updateMove() :
setImageTriggerState(0,move->trigger[0]);
#3
09/08/2009 (4:47 pm)
so what about the playerdata::Ontrigger callback method? Can I override the behavior? For instance, to play an animation sequence in reverse? So, I could then use my run animation, for my back animation if I wanted.
#4
09/08/2009 (4:51 pm)
I'm getting some strange behavior by some of the default triggers pointed to by the player hints. I have an animation sequence defined for light_recoil which plays upon mouseclick, but then sticks and won't resume the ambient or root animation. Also, it continues to stick even after the character finishes walking, it goes right back to the final frame of the light_recoil sequence.

I'm looking to override this behavior so that I can define explicit transitions, but I really don't think it should be necessary given the existing functionality.