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