Game Development Community

Multiple firing animations.

by Chris "Dark" Evans · in Torque Game Engine · 12/31/2001 (3:09 pm) · 3 replies

What would be the best way to do multiple firing animations?

In our game, we have different types of weapons, swords, bows, spears, etc. It would look stupid if a bow had the same animation as a sword.

Should I play the sequence in script in the onFire function, or should I hardcode it? I'd rather do it in script, it would be a lot easier. I know how to change the stance, so weapons are held correctly. I just need to know how I should animate it.


Dark

#1
12/31/2001 (5:52 pm)
thats agood question i have to do the same thing
#2
12/31/2001 (6:05 pm)
It's been a while since i've done anything in torque but couldn't you just use scripts and say, if this is the weapon in slot 1 use this sequence... If i remember right it's not that hard...
#3
12/31/2001 (6:33 pm)
You could use two animations.

One is the player, he takes position.

The other is the weapon itself, the firing animation.

Now, you can blend both animations.
The only thing you need is that you can influence the players animation by the weapon sequence.

For example, you can add the player mesh to your weapon file, so you can animate the arms and hands, too.

When you fire a bow, you have to play the PlayerLongRangeWeaponAnimation and the BowAttackAnimation.

greetings
Daniel