[help] Dual Weapon Shell Ejection
Evil_Ice
Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
<div class="IPBDescription">hmmm....</div> Well... this is a more complex question better suited to some one who knows NS like the back of their hand... but I'll ask it to everyone anyway...
As a few of you already know I recently finished making a set of dual machine guns for the HMG, and I finished animating them and everything, but the one problem that remains is the casing ejection...
Now my problem is this: two weapons left and right means two sets of shell casings being ejected... normally this problem can be easily over come by simply creating a bone and moving it left and right to the different guns for the different firing animations, and then attaching the ejection attachment to the bone that alternates sides... and of coarse assigning some invisible face or a vert to the ejection bone... blah blah... easily done...
BUT, NS would appear to have automatic shell ejection, with no ejection attachments <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> meaning it always emits the casings from the right side...
any ways to fix this?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
As a few of you already know I recently finished making a set of dual machine guns for the HMG, and I finished animating them and everything, but the one problem that remains is the casing ejection...
Now my problem is this: two weapons left and right means two sets of shell casings being ejected... normally this problem can be easily over come by simply creating a bone and moving it left and right to the different guns for the different firing animations, and then attaching the ejection attachment to the bone that alternates sides... and of coarse assigning some invisible face or a vert to the ejection bone... blah blah... easily done...
BUT, NS would appear to have automatic shell ejection, with no ejection attachments <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> meaning it always emits the casings from the right side...
any ways to fix this?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Comments
Still, when NS doesn't modify/disable the default HL events too much, it might work.
Will check, later today.
:EDIT: Well, I had a quick search. Del, you had posted that long long event list <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
May I ask of which event list this was an excerpt of?
Anyway, here is the v part:
5001 Muzzleflash on attachment 0 Muzzle flash sprite path
5002 Spark on attachment
5004 Emit a sound Wav file path
5011 Muzzleflash on attachment 1 Muzzle flash sprite path
5021 Muzzleflash on attachment 2 Muzzle flash sprite path
5031 Muzzleflash on attachment 3 Muzzle flash sprite path
6001 Eject a brass shell from attachment"
So try events 6001 6011 6021, this should be the ones for $attachments 0-2.
hf&gl
Oh, I knew I missed something, or more likely had the "wrong" SDK, cause the one I had had nothing like this...
Still I am eager to learn to know about any testing results <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->