Game Development Community

Wierd with recoil animation

by Tom · in Torque Game Engine · 09/01/2006 (8:59 am) · 4 replies

Ok,

i was wondering if you can only have teh default 3 recoil animations,

i need a special recoil animation that only applies to one weapon (a bow) but when i call it in

staterecoil = firedArrow

nothing happens.

must i absolutly call lightRecoil, mediumRecoil, and/or heavyRecoil?


or can i have other names (which means that i am doing something horrible wrong)

#1
09/01/2006 (9:01 am)
Is there an animation on your player model that's even named "firedArrow"? Needs that in order to work.
#2
09/01/2006 (9:27 am)
By default Torque lets you have three different recoil animations, light, medium and heavy.

Quote:
must i absolutly call lightRecoil, mediumRecoil, and/or heavyRecoil?

Yes.

Note: The dsq animation can be named whatever you like.

E.g.

datablock TsshapeConstructor(PlayerDTS)
{
       baseShape = "./player.dts";
       sequence0 = "./player_ROOT.dsq root";
       sequence1 = "./player_ATTACK1.dsq light_recoil";
       sequence2 = "./player_ATTACK2.dsq medium_recoil";
       sequence3 = "./player_ATTACK3.dsq heavy_recoil";
}

Adding more than three recoils to the engine is very easy to do.

- Tim.
#3
09/01/2006 (11:13 am)
Tim, thank you

i wanted to know if i absolutly had to call one of the three recoils

@chris, i had a animation called firedArroW , thanks for the post though

hmm, tim, if i wanted more recoil animations, in what cc file would i find the recoil hardcode?
#4
09/01/2006 (11:49 am)
Engine\game\player.cc
engine\game\player.h
engine\game\shapeImage.cc
engine\game\shapeBase.h

That should just about do it. Just do a search for the world "recoil" in your project, filtering with *.cc / *.h files, and duplicate away. From memory you may need to increase some values, alter some functions slighty to cater for your additional recoils.