Switching Weapons
by Chris Skinner · in Torque Game Engine · 10/02/2006 (5:56 am) · 3 replies
I'm going to have two seperate weapons and I'm wondering if the prefered method would be to use one node and do an unmount and mount the new weapon or use two seperate nodes. Any help is greatly appreciated.
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#2
10/02/2006 (8:05 am)
Thanks.
#3
@Allyn: Yet another reference to getting the playerAvatar to do additional animations automatically[like the recoil series] with a WeaponImage State....!! Is it possible for you to outline the steps necessary to accomplish this? I've tried and tried, can never get it right. Are they Blend type sequences? armThreads? actionThreads? playThreads??? CmdServer? CmdClient?
For example: your "Pull out animation" and "Putaway animation" and "Pull out new"; how do you get the playerClass shape to do this?
10/02/2006 (10:56 am)
Mounting an image in the same slot as an existing mounted Image, automatically 'unmounts' the existing Image....I don't believe there is an explicit need to 'unmount' the Image. Unless linking to the Pull out/Putaway sequences there is some need??@Allyn: Yet another reference to getting the playerAvatar to do additional animations automatically[like the recoil series] with a WeaponImage State....!! Is it possible for you to outline the steps necessary to accomplish this? I've tried and tried, can never get it right. Are they Blend type sequences? armThreads? actionThreads? playThreads??? CmdServer? CmdClient?
For example: your "Pull out animation" and "Putaway animation" and "Pull out new"; how do you get the playerClass shape to do this?
Torque Owner AllynMcelrath
To answer your question directly. Yes. One node, just unmount and mount new.