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Post by johnlanz on Sept 17, 2017 15:38:28 GMT
Hey Guys,
How to use grenade as a primary weapon? This can be part of your inventory just like any other weapon and has its own locomotion animation. So if we can make it as a primary weapon we can cast magic like meteor or any magic that needs aiming.
Thanks
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Post by Invector on Sept 25, 2017 14:10:15 GMT
Well you could just create a shooter weapon but replace the moveset and shot animations ID, or do you also want the trajectory to show up?
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Post by uberwiggett on Sept 26, 2017 10:50:25 GMT
I think he means the trajectory needs to show up. I haven't tried to update yet so I don't know how the grenade works, but I have about 40 different throwing weapons so I'd like to be able to select them like items.
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brent
New vMember
Posts: 5
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Post by brent on Feb 5, 2020 1:32:33 GMT
Well you could just create a shooter weapon but replace the moveset and shot animations ID, or do you also want the trajectory to show up? Sorry to necro an old thread, but it was the most relevant result on my search about the issue. I am attempting same effect as original poster of this thread, years later. I have set up a custom vShooterWeapon to use as a magic spell/weapon type that aims and fires like a gun. I have a custom weapon object with particle effects and lights that appears in the player's hand, a custom projectile, flash, and impact effects that allow it to interact with my terrain. I hit a serious hurdle early on when I could not get the character to initiate their Shot_ID when firing, this turned out to be because my projectile did not contain vProjectilControl, which appears to be required to successfully trigger a shot. Further Goals for this prototype: Once I can get the proper shot animation to play (The grenade_throw), I'd like to
Get it rigged so that this can be triggered from both hip fire and from aim mode
- Correct the rotation/orientation of the right arm during grenade_throw, at present this seems to be animating towards the left side of the body rather than straight ahead, and the animation's own offsets do not appear to affect the result.
- Correct the projectile timing so that the projectile is fired at the appropriate timing relative to the grenade_throw animation
- Cause the same glowing orb that appears in the right hand, to also appear in the Left hand when this weapon type is equipped
- Cause hip firing the weapon to instantiate a different projectile, and a different shot animation
- Convert to a Charge weapon, such that firing from aim mode, or charging for a short period, instantiates projectile type 1, beyond a threshold of charging, releasing the fire button would instantiate projectile type 2, and beyond a third tier of charging, the weapon begins to fire projectile type 3 in automatic mode for as long as the charge is maintained.
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brent
New vMember
Posts: 5
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Post by brent on Feb 7, 2020 9:29:03 GMT
Update:
I have been examining many aspects of my project, and have attempted creating an entirely new scene and recreating all existing features to see if perhaps I've made an error in setup.
I have duplicated this incorrect result somehow, but in the process of going over various features, I happened to check in the Animator's properties tab, and cycling the 'Shoot' Boolean via the radio button there actually does trigger the proper Shot animation. Now I need to figure out why the LMB doesn't seem to do this, but it DOES fire the projectile.
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brent
New vMember
Posts: 5
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Post by brent on Feb 7, 2020 19:39:58 GMT
Update 2:
Got it working. If anyone else has a similar issue, be sure that your projectile is properly using vProjectileControl, it appears that this is required to properly trigger a successful shot animation.
The grenade_throw animation now fires properly, but the alignment is a bit off. I have tried editing the rotation offsets in the base animation, and am currently tinkering with the IK settings to see if I can keep the humanoid from whipping his arm through his own head during the animation.
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