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FPS ironsight weapon animations?


Code_Man

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This may or may not be a trivial question, but would very much appreciate the help.

How can i change the players weapons angles in first person?

My idea is to make realistic weapons with ironsights, the scripting side of things is quite clear to me, i just need the visuals to match the code.

The idea is to make arma3 like weapons behavior, which would be a great selling point for t3d, i just need help with the frontend side of things.

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Code_Man , are you talking about for the stock T3D character ? If so I'd guess that would be a difficult to figure out without knowledge of how to export that model but , with that , I'd guess an alternative First Person arm animation . there are a couple guys who sorta specialize in "iron sights" , they'll eventually see this . you might need to bump it up a couple of times don't give up .

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This can be done easily with animations and utilizing the state machine.  In your first person model the eyeMount node (bone) is your eyeball, you can either animate it moving to the sights or move your weapon to eyeMount.  You can have your aiming state trigger a script that sends a command to the client to change the FOV if desired as well.  For best results,   in your weapon's datablock make sure you have: useEyeNode = true; correctMuzzleVector = false; correctMuzzleVectorTP = false; and animateOnServer = true;.

 

 

 

 

 

 

sights1.jpg

sights2.jpg

Edited by Sir_Skurpsalot
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Seems fLUnKnhaXYU was right about that.

Thing is i dont even have fps models or working hand models right now, i just have the thirdperson models offset.

Im pretty sure i got the paramters set to those too.

I dont know much about animations or little to none, i gotten fairly decent with handling the statemachine and corresponding code so im not gonna have trouble with that.

Is there something more specific you can tell me, i havent really started to utilize this yet, but i figured out the serverside for arma3 like gameplay is somewhat easy to pull off.

Thing is its not a priority right now and the balance and stuff is more of an issue but i figured i ask early one and its good to know its not some impossible feat, so il get to experiment a bit once my game demo/early access is out.

Also where is that m4a1 model of, it looks almost the same as i have minus the scope, the one i use is a placeholder for m16a1, but it has modular parts and im not a modeler.

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If you understand the state machines and scripting it's just a matter of having the models and animations, orienting your animations to have eyeMount node on the model looking down the sights.

 

5 hours ago, Code_Man said:

Also where is that m4a1 model of, it looks almost the same as i have minus the scope, the one i use is a placeholder for m16a1, but it has modular parts and im not a modeler.

I made it.

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Its a very nice model.

By orienting the eyeMount in the animations i guess you mean just having it moved in a frame(s), or can i just move the weapon?

I dont know much about these things, yet.

Would there maybe be some way to do this programistically, no big deal if not but i would like to try if possible.

Speaking of on the side i wonder if infrared lasers and lasers in general would be done in t3d, i heard one of the devs say something about that.

Thanks for the quick replies, im going to see how things work more in detail later, im sure theres some interesting things i can do.

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Thanks!

Yes, I mean animating the eyeMount.  You could move the weapon but I ran into a problem with the transform of the muzzle node not getting updated properly if it is animated (when using getMuzzleVector).  I am working with an older version of the engine though.  So in my first person models I just move the eyeMount instead of the weapon.  I'm not sure about IR lasers yet.  I think I have an idea how the laser impact point could be done but I'm not sure about how to do the beam.

Edited by Sir_Skurpsalot
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