Sniper Postion
by Anthony Rosenbaum · in Artist Corner · 06/20/2002 (7:12 pm) · 4 replies
O.K. remember in Tribes 2, when you hold a normal gun (spinfusor) that the player holds the gun at his waist. Like the default player holds a weapon. But remember when you hold a sniper rifle the player changed it's stance so that he looks down the barrel of the gun. How do you do that. I presume there is an animation that is built into the .dts but where in the code does the player change stance? Could someone help me with this? Eventually I need 3 poses for gun Normal/Sniper/Pistol
About the author
#2
is the weapons's .cs file my example is uzi.cs I put the variable
then in weapon.cs go to function WeaponImage::onMount() and add
Finally in the player.dts the animations are called
lookms is for pistols and looksn is for sniper positions.
06/20/2002 (8:12 pm)
Got it . . .from T2is the weapons's .cs file my example is uzi.cs I put the variable
armThread = lookms;in the datablock ShapeBaseImageData(UziImage)
then in weapon.cs go to function WeaponImage::onMount() and add
//CHANGE ANIMATION FOR SNIPER/SNOOPER/Pistol too RIFLER
if (%this.armthread $= "")
{
%obj.setArmThread(look);
}
else
{
%obj.setArmThread(%this.armThread);
}also add a new function function WeaponImage::onUnmount(%this,%obj,%slot)
{
%obj.setArmThread(look);
Parent::onUnmount(%this, %obj, %slot);
}this will set the player back to normal.Finally in the player.dts the animations are called
lookms is for pistols and looksn is for sniper positions.
#3
06/14/2010 (7:26 am)
Anthony's script works. I did the same thing. I'm not a proffesional game developer I just fool around, and I'm using the t2 models.
#4
06/14/2010 (4:35 pm)
The best necro so far.
Torque Owner Mike Stoddart