IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
About the blackbear and sentinal...
A34Comet
post 6 Apr 2018, 9:07
Post #1



Group Icon

Group: Members
Posts: 133
Joined: 1 March 2014
From: China(Mainland)
Member No.: 10320



There are some point confuse me on their code and behave in game.

First, they all have MuzzleFX part in their model, but not coded in their unit INI. Normally this should cause the MuzzleFX showed up all over the game, however it looks all normal in play(maybe for blackbear since I did not see it in action myself).

Second, blackbear have fireweaponwhendamaged modeltag(in their main body exactly) to show the hardkill aps range,but this did not cause their primary weapon's muzzleFX showup all the time(I have this problem though, and I can't pick up where is the difference in INI).

Go to the top of the page
 
+Quote Post
A34Comet
post 6 Apr 2018, 9:21
Post #2



Group Icon

Group: Members
Posts: 133
Joined: 1 March 2014
From: China(Mainland)
Member No.: 10320



DefaultConditionState
Model = RVSent
Animation = RVSent.RVSent
AnimationMode = ONCE
Flags = START_FRAME_LAST
HideSubObject = Warden01 Arena01 Armor01 Armor02 Armor03
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
WaitForStateToFinishIfPossible = TRANS_START_FIRING
End

ConditionState = FIRING_A
Flags = START_FRAME_FIRST
TransitionKey = TRANS_START_FIRING
End

did you guys make it into a model animation? That muzzlefx got to be used one way or another
Go to the top of the page
 
+Quote Post
A34Comet
post 6 Apr 2018, 9:30
Post #3



Group Icon

Group: Members
Posts: 133
Joined: 1 March 2014
From: China(Mainland)
Member No.: 10320



DefaultConditionState
Model = RVSent
Animation = RVSent.RVSent
AnimationMode = ONCE
Flags = START_FRAME_LAST

so, you can make a simple animation that the muzzleFX showup at first frame and hide(via transparency shift) at last, and this will ensure it remain unseen in idle or reload


ConditionState = FIRING_A
Flags = START_FRAME_FIRST
TransitionKey = TRANS_START_FIRING

and let it be seen by let the animation begin from the first frame...
am I correct?
Go to the top of the page
 
+Quote Post
The_Hunter
post 6 Apr 2018, 13:52
Post #4



Group Icon

Group: Administrator
Posts: 5686
Joined: 31 May 2009
From: The Netherlands
Member No.: 1
Projects: SWR Productions
Bitch slapping SAGE since 2003



QUOTE (A34Comet @ 6 Apr 2018, 10:30) *
am I correct?

Indeed.


--------------------
Go to the top of the page
 
+Quote Post
A34Comet
post 6 Apr 2018, 14:07
Post #5



Group Icon

Group: Members
Posts: 133
Joined: 1 March 2014
From: China(Mainland)
Member No.: 10320



QUOTE (The_Hunter @ 6 Apr 2018, 20:52) *
Indeed.


So, how many frames do you spend on the whole anim?

I think a few frames should be enough since it is supposed to be short, but I dont know if there will be problems if it is too short

And, since blackbear and sentinal have very long fire gap, why not just use fireweaponupdate? I see palading use that modeltag instead of make a model anim.
Go to the top of the page
 
+Quote Post
The_Hunter
post 6 Apr 2018, 14:18
Post #6



Group Icon

Group: Administrator
Posts: 5686
Joined: 31 May 2009
From: The Netherlands
Member No.: 1
Projects: SWR Productions
Bitch slapping SAGE since 2003



2 frames for the muzzle flash a bit more for the recoil of the gun don't recall the exact numbers on that.


--------------------
Go to the top of the page
 
+Quote Post
A34Comet
post 6 Apr 2018, 14:25
Post #7



Group Icon

Group: Members
Posts: 133
Joined: 1 March 2014
From: China(Mainland)
Member No.: 10320



QUOTE (The_Hunter @ 6 Apr 2018, 21:18) *
2 frames for the muzzle flash a bit more for the recoil of the gun don't recall the exact numbers on that.


Thanks! It is very helpful laugh.gif

And, if you got some time, can you tell me a bit about those TransitionKey and Flags? I knew they somehow control which situation to trigger which anim in what way, but I really don't knew anything more about it, and it is too complicated to try it one by one in game.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



Lo-Fi Version Time is now: 24 May 2018 - 5:29