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| Changing Fire Modes http://www.runestorm.com/forums/viewtopic.php?f=71&t=13391 |
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| Author: | Sgt. Kelly [ Tue Sep 05, 2006 3:55 pm ] |
| Post subject: | Changing Fire Modes |
I was looking at the models of the M50 and XK2 and I saw that a fire mode toggle switch is on the sides of both weapons. As a grapahical improvement, would it be possible to animate it so that the change fire mode key causes the player to switch that switch? It's always nice to be able to interact with the models. On a second note, this is more of a request for my weapon pack, could that key be merged into a change ammo type/fire mode? It would add more possibilities to the weapons. For example, it would allow alternate ammo types for my crossbow idea, different types of fuel for the flamer and the ability to have shotguns chambered for Red Shift's and the default rounds.
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| Author: | Redshift [ Tue Sep 05, 2006 4:55 pm ] |
| Post subject: | Changing Fire Modes |
Sgt. Kelly wrote: I was looking at the models of the M50 and XK2 and I saw that a fire mode toggle switch is on the sides of both weapons. As a grapahical improvement, would it be possible to animate it so that the change fire mode key causes the player to switch that switch? It's always nice to be able to interact with the models. Yeah, that would be kinda cool! Sgt. Kelly wrote: and the ability to have shotguns chambered for Red Shift's and the default rounds.
You can't just stuff a 10 gauge shell into a 12 gauge shotgun (and vice versa), lol.
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| Author: | Sgt. Kelly [ Tue Sep 05, 2006 5:08 pm ] |
| Post subject: | Changing Fire Modes |
Redshift wrote: You can't just stuff a 10 gauge shell into a 12 gauge shotgun (and vice versa), lol. What about a shotgun specially chambered with alternate feeds and maybe even dual barrels?
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| Author: | Redshift [ Tue Sep 05, 2006 5:40 pm ] |
| Post subject: | Changing Fire Modes |
Sure, why not? Feel free to sponsor one... Could even fire rifle ammo, see for example
http://home.earthlink.net/~hwsportsman/ThoseCombos.html |
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| Author: | ShadowBlade [ Wed Sep 06, 2006 2:51 pm ] |
| Post subject: | Changing Fire Modes |
sounds cool.. lotta work though with the anims..
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| Author: | Sgt. Kelly [ Sat Sep 09, 2006 11:32 am ] |
| Post subject: | Changing Fire Modes |
ShadowBlade wrote: sounds cool.. lotta work though with the anims..
![]() While I'm not very familiar with how UT handles models, I think you could just give the switches a bone and set it to submodel status. Then the animation of flicking the switch will change the submodels and no tweaking would have to be done to any other animations. Submodels are commonly used in Half Life, for example, an NPC will take out his gun and it will switch from submodel 1, in his holster, to submodel 2, in his hand. That way models can use one set of animations in multiple ways. |
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| Author: | Carsomyr [ Sun Sep 10, 2006 10:20 pm ] |
| Post subject: | Changing Fire Modes |
Kelly speaks the truth. And I've never used submodels on Unreal, but I see no reson why it shouldn't work. And about the shotguns. . .I WANT SLUG ROUNDS!!! Honestly, shotgun slugs are awesome, and very few games use them. |
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| Author: | ShadowBlade [ Mon Sep 11, 2006 2:53 am ] |
| Post subject: | Changing Fire Modes |
ok.. slug rounds are cool, but we'll do it somewhere, maybe on the BOGL
and sub-models.. hmm.. i still need to make a flicking swith anim
be nice to have though
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