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Search found 335 matches Page 33 of 34
by Jason Campbell
Thu Mar 12, 2015 12:44 pm
Forum: Assets
Topic: Fully Animated First Person Shotgun
Replies: 27
Views: 14466
This looks great Jason, thanks for sharing! And thanks for sharing the script changes too, I'm sure that'll help out a lot of people, looking to add new weapons :P Would you mind if I use this as a reference for a new wiki page? No problem. I hoped it might be useful. Please do use it for the wiki....
by Jason Campbell
Sun Mar 08, 2015 6:07 pm
Forum: Assets
Topic: Fully Animated First Person Shotgun
Replies: 27
Views: 14466
Look up the Grizzly semi auto shotgun. I'm confused, the design makes sense to me. Reloading can occur much quicker. They even make semi autos with drum mags. Yes I used alt fire of the grenade launcher as shotgun fire. Regarding implementation, thats what I did. Copy the Lurker datablock with diffe...
by Jason Campbell
Sun Mar 08, 2015 2:52 pm
Forum: Assets
Topic: Fully Animated First Person Shotgun
Replies: 27
Views: 14466
Perhaps I should give instructions on how to leave the grenade launcher alone. The animations are just from the Lurker. The only unrealistic thing about the clip is the bolt animation. You should replace the clip then give one pump to fill the breach. Perhaps I could make that animation happen, actu...
by Jason Campbell
Sun Mar 08, 2015 7:37 am
Forum: Assets
Topic: Fully Animated First Person Shotgun
Replies: 27
Views: 14466
Shotgun for Torque 3.6.3 by Jason Campbell Note: Shotgun Fire Sound and Shotgun Reload Pump have a Creative Commons License please see readme.txt in the archive, if you use them, they are free to use with Attribution. -BaUutFRskE Screenshot at bottom of post. Fully Animated First Person Shotgun. Th...
by Jason Campbell
Fri Feb 27, 2015 4:55 pm
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
I agree. It has to be possible and I haven't given up.
by Jason Campbell
Fri Feb 27, 2015 5:29 am
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
Exactly, it's a bit maddening. I guess ItemData cannot inherit ShapeBaseImageData but I just don't get why it isn't like picking up an actual weapon? Like the Lurker script.
by Jason Campbell
Fri Feb 27, 2015 3:54 am
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
Okay, I used your code and made a file in datablocks called proxyMineAmmo.cs Of course I opened datablockExec.cs and added: exec("./proxyMineAmmo.cs"); Started up T3D. Went to Library - Scripted -Ammo and added your item - ProxMineAmmo Once it was in the scene I selected it and went into the propert...
by Jason Campbell
Fri Feb 27, 2015 2:20 am
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
I can't seem to figure out how to change it in code but if you place your scripted Ammo(ProxMineAmmo) into the scene then in the properties under Game change the dataBlock pulldown to ProxMine and it works but changing your script to: datablock ItemData(ProxMineAmmo : ProxMine) does not accomplish t...
by Jason Campbell
Fri Feb 27, 2015 12:47 am
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
I haven't had a chance to create a proper all in code datablock but you used the datablock editor and created a new itemData datablock and copied the values from lurkergrenadeammo?

The above snippet is from managedDataBlocks.cs not a full datablock.
by Jason Campbell
Thu Feb 26, 2015 11:51 pm
Forum: Beginner
Topic: How to create a proxy mine item?
Replies: 17
Views: 7843
In the datablock editor I created a new ItemData and used LurkerGrenadeAmmo as the copied from values. In the dynamic variables I changed pickupName to "a proximity mine" and it seemed to work. Here's the managed datablock. datablock ItemData(proxAmmo : LurkerGrenadeAmmo) { elasticity = "0.198436"; ...
Search found 335 matches Page 33 of 34