About the blackbear and sentinal... |
About the blackbear and sentinal... |
6 Apr 2018, 9:07
Post
#1
|
|
Group: Members Posts: 149 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). |
|
|
6 Apr 2018, 9:21
Post
#2
|
|
Group: Members Posts: 149 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 |
|
|
6 Apr 2018, 9:30
Post
#3
|
|
Group: Members Posts: 149 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? |
|
|
6 Apr 2018, 13:52
Post
#4
|
|
Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
-------------------- |
|
|
6 Apr 2018, 14:07
Post
#5
|
|
Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
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. |
|
|
6 Apr 2018, 14:18
Post
#6
|
|
Group: Administrator Posts: 5732 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.
-------------------- |
|
|
6 Apr 2018, 14:25
Post
#7
|
|
Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
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 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. |
|
|
Lo-Fi Version | Time is now: 19 April 2024 - 3:34 |