Game Development Community

Weapon recoil and Reload animations

by Michael Schoonbrood · in Torque Game Engine · 01/30/2002 (12:09 am) · 6 replies

Has anyone succesfully implemented these?

Looks like it's as simple as adding the animations to the model, but that sounds a bit to easy :)

#1
01/30/2002 (1:12 am)
I hope, i get a enforcer model this weekend from one of my modelers. So i will try it and report.
#2
01/31/2002 (6:40 am)
the guys who are doing crime force have implemented this. perhaps you can ask them.
#3
03/14/2003 (12:43 pm)
This is an oooold thread, but still...

I tried setting the player angle upon firing a weapon, but that didn't work out. Scripting is apparently not the way to go here, and I seem to be trying the whole recoil affair the wrong way around in C.

Can anyone give me (and everyone else in these forums) a pointer on how it's done properly?

There's an empty ShapeBase::onImageRecoil() function, is that a good starting point? Even better yet, could someone write a quick howto or post his code?
#4
03/14/2003 (1:00 pm)
ISnt there a barrelDUMMY in the weapon scene? couldnt you animate that with weapon recoil? wouldnt that create a recoil effect? Or are you talking quake2's machine gun recoil?
#5
03/14/2003 (1:05 pm)
Actually I don't just mean the recoil animation of the weapon (which is implemented and - I suppose - working too).

I meant nudging the player's view upwards after each shot. I'm talking about the player's orientation, aim and everything. I don't want to do a Counterstrike-like "recoil" that just spreads bullets like a firehose.
#6
03/15/2004 (7:18 am)
Resurrecting a thread, I know - but there are in fact no other threads dealing with this question. I thought I'd say that setting a new angle after each shot does work, with scripts.

Edit: Grammar