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Re: wepon

Posted: Sat Jun 25, 2011 7:20 pm
by megatop
I also forgot to mention the only animation it has is rotate

Re: wepon

Posted: Sun Jun 26, 2011 2:04 am
by megatop
hey quest i found the idle animation. Unfortunetly when I replaced all the idles with the new idle animation which is called ROTATE it still didnt work. Heres my script. Also theres no 3rd person animation cause i disabled the 3rd person animation in the camera.ini and control.ini


Code: Select all

;*********************************************************
; Mp40
;*********************************************************
[Mp40]
type = weapon
slot = 1
firerate = 0.01
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 32
attacksound = weapon\deagle.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
muzzleflash3rd = MuzzleFlash
;
; 1st person
;
viewactor = Weapon\Mp40.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -52.0 82.0 4.0
viewoffset = 0.7 -38.80 6.0
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = ROTATE
viewidleanim = ROTATE
viewattackanim = ROTATE
viewaltattackanim = ROTATE
viewhitanim = ROTATE
viewalthitanim = ROTATE
viewwalkanim = ROTATE
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = ROTATE
viewkeyreloadanim = ROTATE
viewattackemptyanim = ROTATE
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; dropped weapon
;
dropactor = Weapon\Mp40.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

Re: wepon

Posted: Thu Jun 30, 2011 5:26 pm
by megatop
new script. Also i disabled the dropweapon in the control.ini. Heres the new script
Also the ROTATE part is the animation name fr idle and its about 45 seconds in the actor viewer but the idle is 1 inute. What should I do



Code: Select all

;*********************************************************
; Mp40
;*********************************************************
[Mp40]
type = weapon
slot = 1
firerate = 0.01
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 32
attacksound = weapon\deagle.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
muzzleflash3rd = MuzzleFlash
;
; 1st person
;
viewactor = Weapon\Mp40.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -52.0 82.0 4.0
viewoffset = 0.7 -38.80 6.0
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = ROTATE
viewidleanim = ROTATE
viewattackanim = ROTATE
viewaltattackanim = ROTATE
viewhitanim = ROTATE
viewalthitanim = ROTATE
viewwalkanim = ROTATE
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = ROTATE
viewkeyreloadanim = ROTATE
viewattackemptyanim = ROTATE
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0

Re: weapon

Posted: Thu Jun 30, 2011 8:06 pm
by QuestOfDreams
OK, I see you're not getting anywhere with this, so here is a working weapon configuration for that actor. Please, compare it to your version line by line and see what I've changed. Then try to understand why I've changed that settings - it's really not that difficult. I don't want to discourage you but I'm afraid that you will have serious problems making a game (not only related to RF) if you can't manage this task.

Code: Select all

[Mp40]
type = weapon
slot = 7
firerate = 0.1
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 32
attacksound = weapon\deagle.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
muzzleflash3rd = MuzzleFlash
forceviewto = firstperson
;
; 1st person
;
viewactor = Weapon\Mp40.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -146.5 96.9 -26.8
viewoffset = 47.5 -32.5 41.9
viewscale = 0.74
viewlaunchoffset = 0 -20 21
viewlaunchbone = BONE02
viewanimationspeed = 1
viewarmanim = ROTATE
viewidleanim = ROTATE
viewattackanim = ROTATE
viewaltattackanim = ROTATE
viewhitanim = ROTATE
viewalthitanim = ROTATE
viewwalkanim = ROTATE
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = ROTATE
viewkeyreloadanim = ROTATE
viewattackemptyanim = ROTATE
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; dropped weapon
;
dropactor = Weapon\Mp40.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true


P.S.: The game might crash upon exiting due to the missing 3rd person weapon actor. That's nothing to worry about though and you might just use any of the existing weapons to fix that problem. As you are forced to 1st person view you may only see that weapon actor if you have any mirrors in your level.

Re: wepon

Posted: Thu Jun 30, 2011 11:34 pm
by megatop
well thanks quest. I dont know why I didnt get anywhere. I Will now study this like crazy. Yes I do take your word that I will have problems making a game. I couldnt read making 3d games with reality factory cause my PDF wasnt working properly sorry and thanks.

Re: wepon

Posted: Fri Jul 01, 2011 3:53 am
by megatop
Thanks so much quest. It worked. Also I made a shell for it and all of the things in the player.ini Now I will in the effect.ini Also I did try

Re: wepon

Posted: Fri Jul 01, 2011 4:05 am
by megatop
Also thank you to all of you who helped. You were all support nice and helped me during this. Special thanks to quest. I know I will have trouble making a game. Yet I only been in reality factory for 3 months. What game hasnt had trouble making it. NONE! I am a beginner

Re: wepon

Posted: Sat Jul 02, 2011 12:23 am
by Nighthawk_0973
hey megatop, try letting yourself die by an actor. I just realized that without a third person actor file than the game might error out when it doesn't have any actor to use. Maybe we can use some other actor as the third person actor just as a fake?

Re: wepon

Posted: Sat Jul 02, 2011 3:00 am
by megatop
i did see that problem but if i disable the 3rd person view in the weapon.ini it wont happend but im with you do i just some other 3rd personscript/actor for the fake 3rd person weapon

Re: wepon

Posted: Sun Jul 03, 2011 12:45 am
by Nighthawk_0973
even if you disable 3rd person view you'll still have the same problem sense the death animation will be the same and will be displayed the same as well. Just try using a different model for the third person actor slot.