Spinup and down plays randomly
by Danni · in Torque Game Engine · 04/13/2008 (12:14 pm) · 1 replies
Can someone help figure out what is wrong here. www.antihax.net/movies/spin.wmv Sometimes it spins up and down, sometimes it stops instantly and i cannot figure out why? Happens in both TGE and TGEA.
datablock TSShapeConstructor(w_VulcanDts)
{
baseShape = "w_vulcan.dts";
sequence0 = "vulcan_activate.dsq Activate";
sequence1 = "vulcan_deactivate.dsq Deactivate";
sequence2 = "vulcan_idle.dsq Idle";
sequence3 = "vulcan_reload.dsq Reload";
sequence4 = "vulcan_run.dsq Run";
sequence5 = "vulcan_shoot.dsq Fire";
sequence6 = "vulcan_spin.dsq spin";
sequence7 = "vulcan_spin.dsq SpinUp";
sequence8 = "vulcan_spin.dsq SpinDown";
sequence9 = "vulcan_spin.dsq FullSpeed";
};
datablock ShapeBaseImageData(VulcanImage)
{
......
stateName[0] = "Activate";
stateSpinThread[0] = Stop;
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "Ready";
stateSpinThread[1] = Ignore;
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateTransitionOnTriggerDown[1] = "Spinup";
stateName[2] = "Spinup";
stateSpinThread[2] = SpinUp;
stateSound[2] = VulcanSpinupSound;
stateTimeoutValue[2] = 0.5;
stateWaitForTimeout[2] = true;
stateTransitionOnTimeout[2] = "Fire";
stateTransitionOnTriggerUp[2] = "Spindown";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Skip";
stateTransitionOnTriggerUp[3] = "Spindown";
stateTransitionOnNoAmmo[3] = "Spindown";
stateSequenceRandomFlash[3] = true;
stateSpinThread[3] = FullSpeed;
stateTimeoutValue[3] = 0.03125; //0.125;
stateFire[3] = true;
stateRecoil[3] = HeavyRecoil;
stateEjectShell[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = VulcanFireSound;
stateName[4] = "Reload";
stateSpinThread[4] = Stop;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateEjectShell[4] = true;
stateScript[4] = "onReload";
stateSound[4] = VulcanReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateScript[5] = "onNoAmmo";
stateSpinThread[5] = Ignore;
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "Spinup";
stateName[6] = "DryFire";
stateSpinThread[6] = FullSpeed;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateSound[6] = VulcanFireEmptySound;
stateName[7] = "Spindown";
stateSound[7] = VulcanSpinDownSound;
stateSpinThread[7] = SpinDown;
stateTimeoutValue[7] = 1.0;
stateWaitForTimeout[7] = true;
stateTransitionOnTimeout[7] = "Ready";
stateTransitionOnTriggerDown[7] = "Spinup";
stateName[8] = "Skip";
stateSpinThread[8] = Ignore;
stateTransitionOnTriggerUp[8] = "Spindown";
stateTransitionOnNoAmmo[8] = "Spindown";
stateTransitionOnTimeout[8] = "Fire";
};
Associate Anthony Rosenbaum