Game Development Community

Player animation sequence w/ and w/out weapon

by c-level · in Torque Game Engine · 09/22/2003 (4:12 pm) · 1 replies

I need to utilize specific LOOK blend animations for specific weapon types.

I have a created a LOOKNOWEAPON .DSQ sequence and a LOOKTWOHANDEDWEAPON .DSQ sequence. I want the player to use looknoweapon blend animation when it has no weapon and the looktwohanded when it has a rifle. I will also want it to change to a look single handed weapon animation eventually.

I know how to use setActionThread to instantly trigger a thread, and I understand why run, back and side override such sequences. But I want to do more than trigger, I want a particular blend animations to be the default depending on the weapons inventory status.

I know how to check to see if a player is using a particular weapon or not.
I see in 'crossbow.cs', for example, how to determine sequences for the weapon itself (I think).
I'm familiar with 'player.cs' that has the TSShapeConstructor datablock.

Can it be done in .cs? Or no.

(I feel like I saw a relevant thread months ago, but can't find one now).

Thanks

#1
09/22/2003 (4:26 pm)
If your search led you here maybe this thread is useful. It describes player animation in detail, but I don't think my answer is here..

http://www.garagegames.com/mg/forums/result.thread.php?qt=5395