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AHuman Talon Attack http://45.55.195.193/viewtopic.php?f=1&t=29666 |
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Author: | Mongoska [ Tue Jan 24, 2012 2:34 am ] | ||
Post subject: | AHuman Talon Attack | ||
Yo, beans! Is anyone reading this clever enough to know how I might make an AHuman attack without arms? My character is essentially a bird in terms of limbs (see avatar) and I want it to have a talon attack, if possible. Currently, I'm using a hugely inefficient method to achieve something simulating this effect, having an invisible BGArm equipped with an invisible HDFirearm. It's not suitable since it mysteriously vanished when I tip forwards (this does not happen if it is instead a FGArm - JointStrength, GibImpulseLimit etc. appears to check out OK - changing these doesn't help). Ideally, I'd like my BGLeg to make a slashing movement when I attack - however, this isn't wholly necessary and simply having an invisible gun situated about the feet would do. It is important that it cannot wield other weapons. In fact, this is the most important thing. I'd be delighted if someone could provide me with some way of limiting the equipment of my character to just one specific HDFirearm. Adding to the inventory is fine - wielding weapons themselves is what I want to be unable to do. I mean, it has no arms. I'd be grateful for any response - thanks in advance! P.S. I am not experienced in coding so if you could keep responses in layman's terms I'd appreciate it!
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Author: | Naxete [ Tue Jan 24, 2012 7:20 am ] |
Post subject: | Re: AHuman Talon Attack |
This is original, I must tell. You could create an Aemitter which simulate the leg kicking using leg animation sprite and sharped particles and make it spawn each time you click with the script I'm going to attach here, good luck, dreamer. Attachment:
File comment: It have my liberty prime mod preset names, ignore them, please =3 ![]() Downloaded 272 times This script belongs to Roast Veg if I'm not wrong, so If you release anything related, credit him, the script basicly locates the head of the actor and each time you make click, spawn a custom aemitter, you can easily change the offsets, the head and the aemitter involved. (attach it to the main actor using ScriptPath variable) |
Author: | Mongoska [ Tue Jan 24, 2012 9:52 pm ] |
Post subject: | Re: AHuman Talon Attack |
Wicked! Thanks! I'll give it a shot! Edit: This script is just dandy! It's just what I'm looking for apart from one thing - the emitter's vector is based on the RotationOffset of the head, so when I look up it moves way away from the leg... Could someone say how I might make it's RotationOffset based on the front leg? On top of this, if the solution to this problem doesn't cover it, is there a simple way to make the whole thing dependant on my actor having its front leg? |
Author: | Naxete [ Wed Jan 25, 2012 7:50 am ] |
Post subject: | Re: AHuman Talon Attack |
I'm afraid you should ask that inside Lua-scripting subforum, good luck ![]() |
Author: | Mongoska [ Wed Jan 25, 2012 8:46 am ] |
Post subject: | Re: AHuman Talon Attack |
Oops! Will do! Thank you! |
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