Weapon Animation Scripting
Posted: Sat Apr 02, 2005 2:44 am
I am making a new weapon and as I set here making my script I realize that in my bg_misc.c many of the other weapons have these values:
/*QUAKED weapon_myweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
'weapon_myweapon',
'sound/misc/w_pkup.wav',
{ 'models/weapons2/myweapon/myweapon.md3',
0, 0, 0},
/* icon */ 'icons/iconw_myweapon',
/* pickup */ 'myweapon',
10,
IT_WEAPON,
WP_myweapon,
/* precache */'',
/* sounds */''
},
As I understand it the value in red is for additional models required.
The weapon I am making will have some moving parts. Will I need to indicate the moving parts as additional models?
Actually I just looked at the script for the BFG, and I know there is a gear on the side of it that rotates when you fire it, but the script for the BFG dosen't indicate any additional models. So probably not, but I am giong to ask anyway just to be sure.
Also as I understand that the value in blue is for additional sounds required.
So, if I want the moving parts to make a sound when they move will I need to indicate the additional sounds?
/*QUAKED weapon_myweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
'weapon_myweapon',
'sound/misc/w_pkup.wav',
{ 'models/weapons2/myweapon/myweapon.md3',
0, 0, 0},
/* icon */ 'icons/iconw_myweapon',
/* pickup */ 'myweapon',
10,
IT_WEAPON,
WP_myweapon,
/* precache */'',
/* sounds */''
},
As I understand it the value in red is for additional models required.
The weapon I am making will have some moving parts. Will I need to indicate the moving parts as additional models?
Actually I just looked at the script for the BFG, and I know there is a gear on the side of it that rotates when you fire it, but the script for the BFG dosen't indicate any additional models. So probably not, but I am giong to ask anyway just to be sure.
Also as I understand that the value in blue is for additional sounds required.
So, if I want the moving parts to make a sound when they move will I need to indicate the additional sounds?