Game Development Community

armThread.

by Chris "Dark" Evans · in Torque Game Engine · 08/21/2001 (1:46 pm) · 12 replies

This is used in the scripts for items, etc.

What is it?

Is it the animation/position that the player model does while holding the item?


Dark

#1
08/21/2001 (1:54 pm)
uhm?
#2
08/21/2001 (3:59 pm)
The player object does have an animation thread that is used to select between different arm positions sequences. In T2 different weapons had different positions (such as the shoulder mounted missile launcher vs. the one handed blaster).
#3
08/22/2001 (3:40 am)
So, armThread is the player's arm position while holding a certain item?

Well, not arm position, just the overall stance of the player.

Dark
#4
08/22/2001 (11:25 am)
The arm sequence can only be used to control his upper body position, as the the run/walk animations usually control his lower body.
#5
10/29/2002 (1:47 pm)
Ok, so what about the look thread, how does this effect the armThread call, reason Im asking is casue I have attempted to create new armThreads and they look perfect in the show tool, but when in game is it messed up..

My definition of messed up is the thread only reaches its desired point if Im looking straight down with the character. Is there a setting I missed or is the priority wrong? Or better yet, is the lookThread priority wrong.

I just found out today that the Medium dts shape is using the LightMale T2 shapes root dsq. Thats why the gun always pointed oddly when we were not moving. Plus the other lookThreads are totally messed up.

I dont mean to sound like an ass, but we all did pay money for this and for the "seller" to just mix in a bunch of different stuff that dont work together just doesnt seem right to me.

Thanks for any input on the threads,

Liquid
#6
10/29/2002 (2:35 pm)
This oneI can tell ya, and it will work with the default player it is a simple call like this in
put
armThread = lookms;
in the weapon's shapeBaseImageData Datablock
this is from my uzi.cs
then in
Weapons.cs add
in
function WeaponImage::onMount(%this,%obj,%slot)

//CHANGE  ANIMATION FOR SNIPER/SNOOPER/Pistol too RIFLER
       if (%this.armthread $= "")
       {
          %obj.setArmThread(look);
       }
       else
       {
        %obj.setArmThread(%this.armThread);
        }

at the bottom :-) enjoy!
#7
10/29/2002 (2:45 pm)
I have that lol, its an animation problem not a script problem. Thanks for the effort.
#8
10/29/2002 (7:57 pm)
yeah just realized the clients can't see the change only the host DOH
#9
10/30/2002 (11:25 am)
What are you talking about?

An ArmThread uses a dsq animation and the game is suppost to play the aniamtion to the end and stop then blend the animation with other upper body movements, but this dont happen.

Say in Max that I have a sequence called "pistol" and I have assigned keys on frame 5 and 15. Once in the game, I call setArmthread("pistol"); and it sets the thread no problem, but when I look up or down the thread seems to animate yet it shouldnt. If I look up, the pistol thread drops to frame 5, if I look down it goes to frame 15. This is what Im refering to.

Im lost on this, I can do any other animation just fine and it looks just like the max form but the armThreads are effecting my nervious system, hehe.

Thanks,
Sam
#10
10/31/2002 (3:20 pm)
was your armthread dsq node set to blend?
#11
10/31/2002 (8:30 pm)
I have tried both ways, blend and no blend and the only difference is that animations that come after the armThread dont play well ( when blend is off ).
#12
11/01/2002 (12:01 am)
Its official, Im an idiot. Its a "LOOK" thread lol
Thus meaning I needed to have the first frame looking down and the last frame looking up. Geez I feel like a goob.