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    Weapon and Pawn Animations

    Hello,

    I have added a new kind of weapon to the game, and I want to change the first person and third person animations on my pawn.

    Changing the first person view is fairly easy, as the the animation can be adjusted in the weapon properties box in the unreal editor.

    However, how do I change the third person animation when associating with this weapon?

    Hope I am stating my question clearly.

    PhaseSpace

    #2
    It depends. If you want to use existing player animations, then there are certain variables in the xWeaponAttachment class (iirc) such as bHeavy or bRapdifire that will be used by the pawn code to fiugre out which anim to play. If however you want the pawn to use your own animations (like holding a pistol) then you will have to make your own player animations three times (once for each skeleton type used: male, female, and bot) and link them up to each player that spawns at runtime (or perhaps when a weapon is picked up provided the replication can be set up correctly), then you could rewrite the weapon code to reset your custom anim to play in the pawn when the weapon is fired.

    Comment


      #3
      extend WeaponAttachment and you should be able to do something similar to

      class KlobbWeaponAttachment extends GoldeneyeWeaponAttachment;

      defaultproperties
      {
      mMuzFlashClass=Class'XEffects.MinigunMuzFlash1st'
      // SplashEffect=class'XGame.BulletSplash'
      Mesh=SkeletalMesh'GEWeapons.Klobb_3rd'

      }

      then in your weapon code note the AttachmentClass

      class KlobbWeapon extends GoldeneyeWeapon
      config(user);

      defaultproperties
      {
      FireModeClass(0)=Class'Goldeneye.KlobbFire'
      FireModeClass(1)=GECrosshairZoom
      SelectSound=Sound'GoldeneyeWeaponSounds.PPK.Pickup SOUNDFinal'
      Description="Project Goldneye weapon, The Klobb"
      InventoryGroup=7
      PickupClass=Class'Goldeneye.KlobbPickup'
      AttachmentClass=Class'Goldeneye.KlobbWeaponAttachm ent'
      ItemName="Klobb"
      Mesh=SkeletalMesh'GEWeapons.Klobb_1st'
      MaxZoom = 0
      WeaponMenuDesc1=""
      WeaponMenuDesc2="Klobb"
      }

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