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Re: long range weapons

Posted: Sat Aug 20, 2011 4:30 pm
by Endoperez
Yeah, it's probably something like that. Perhaps it's using the position of right hand as origo or something like that? That'd leave the head in a pretty weird angle.

Re: long range weapons

Posted: Sat Aug 20, 2011 11:11 pm
by Korban3
Yeah. I think the attachment system is set up for weapons alone, so that might be it. That was what I was planning to use for the mount system. I was going to use David's code to treat the player like a weapon and attach them to the mount's spine bone.

Re: long range weapons

Posted: Sun Aug 21, 2011 3:58 am
by Endoperez
There is a command for attaching an item, which is independent from the weapon pick up code. It's only used for picking up weapons so far, though.

However, I don't think you can use that, since it probably needs an XML file defined as a dynamic item with an attachment point, and characters don't have that.

It is possible to animate several characters at once, like in the Judo throw, but I don't know how that is done.

Re: long range weapons

Posted: Sun Aug 21, 2011 1:46 pm
by Korban3
*Sigh*
I have to write new code now. Oh well, I need the experience.

Re: long range weapons

Posted: Sun Nov 27, 2011 8:13 pm
by MarkHill256
Perhaps it's using the position of right hand as origo or something like that?