Thursday, 21 October 2010

Week 6: Continuation of (week 5) Player Melee animation Scripting (*Weapon Code)

            I couldn't find any good forums or ideas on how to implement on the melee animation script but then I got into UDK forums itself, helped me in some ways but still had lots to do compared to the original work we fit into. I wanted to make a simple melee attack for just a single character, but it had a lot of crashes and bugs over the game engine and I figured that it was no use of embedding this semester with such features so I decided to continue this next year as a part of my final portfolio for my assignment.


            Here are some bits of  I've been working on a melee weapon, a lightsaber to be precise. I can't figure out how to make it play a 'melee animation' in third person. I figured I could make it do the "hoverboardjumpstart" animation, since it looks like a melee attack. I apparently had to animate the player instead of the weapon in order for this to work in third person. Here's the weapon code which I referenced: 





class FFWeap_saber1 extends starwarsweapon;


var rotator pawndir;
var name AttachmentSocket;
var name WeaponAttachmentSocketName;
var SkeletalMeshComponent WeaponMesh;


defaultproperties
{
     AttachFlashLightInterval=1.25  
     OnFlashLightInterval=0.65 //  "WeaponLightSwitch"
     AttachKolInterval=2.35 // 
     ReloadInterval=12.290000 // 
     bHasIronSights=false
     WeaponSlincerOnAnim="SupON" //
     WeaponSlincerOffAnim="SupOFF" //
   //bKollimator = false //
    EmptyReloadInterval=32.200000 // 
    RunStartInterval=0.200000 // 
    RunEndInterval=0.200000 // 


    ClipCount=39999 // 
    RecoilAmount=18 
    AmmoCount=9999 // 
    MaxAmmoCount=999999
WeaponRange=1
    bPrimaryWeapon=True


    PlayerViewOffset=(X=5.0,Y=2.5,Z=-4.5)
    IronSightViewOffset=(X=-0.35,Y=-3.1,Z=-4.15)
    IronSightViewOffset1=(X=2.35,Y=-3.15,Z=-3.3)


    ReloadCameraAnim=CameraAnim'WP_MP5.CameraAnims.C_WP_MP5_ReloadEmptyMotion'
    ReloadEmptyCameraAnim=CameraAnim'WP_MP5.CameraAnims.C_WP_MP5_ReloadMotion'
    ReloadSound=SoundCue''
    ReloadEmptySound=SoundCue''
    FireCameraAnim(0)=CameraAnim''


    InventoryGroup=3
    AttachmentClass=Class'FFAttach_MP5'
    InventoryGroup=2
    AttachmentClass=Class'FSWeaponAttachment'
    AttachmentClass=Class'attach_saber1' 
   
 WeaponFireSnd(0)=SoundCue''
 WeaponPutDownSnd=SoundCue''
 WeaponEquipSnd=SoundCue'Package_1.weaponsound.saberignite1_Cue'
 FlashLightSwitchSnd=SoundCue''


   MuzzleFlashPSCTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'
   MuzzleFlashLightClass=Class'FF_MP5_MuzzleFlashLight'
   MuzzleFlashDuration=0.5100000


     aimerror=600.000000


// WeaponFireTypes(0)=EWFT_InstantHit
    // WeaponFireTypes(1)=EWFT_None
     FireInterval(0)=1.36190000
ShotCost(0)=1
     Spread(0)=0.060000
    // InstantHitDamage(0)=30.000000
    // InstantHitMomentum(0)=1000.000000
    // InstantHitDamageTypes(0)=Class'FFDmgType_MP5'
// RotChgSpeed=3.0
// ReturnChgSpeed=3.0
    // EquipTime=0.7        
    // PutDownTime=0.5
    // bInstantHit=True


// Begin Object class=AnimNodeSequence Name=hoverboardltjumpstart
// End Object


Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'CodaTest.CodaSwordShape'
    //   AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
// AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'

//Animations=hoverboardltjumpstart
Translation=(Z=1)
Rotation=(Roll=-400)
Scale=0.9
Scale3D=(X=0.340562,Y=1.000000,Z=1.000000)
WeapAnimType=EWAT_Pistol
End Object
Components.Add(SkeletalMeshComponent0)
Mesh=SkeletalMeshComponent0


WeaponFireSnd[0]=SoundCue'Package_1.weaponsound.saberswing1_Cue'
   // WeaponIdleAnims[0] = 'hoverboardjumpstart';

Scale3D=(X=0.340562,Y=1.000000,Z=1.000000)

MuzzleFlashSocket=MF
MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
MuzzleFlashColor=(R=200,G=120,B=255,A=255)
MuzzleFlashDuration=0.33
MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
LockerRotation=(Pitch=32768,Roll=16384)


IconCoordinates=(U=728,V=382,UL=162,VL=45)


WeaponColor=(R=160,G=0,B=255,A=255)


bAutoCharge=true
RechargeRate=0.0
FireOffset=(X=12,Y=10,Z=-10)
WeaponProjectiles(0)=class'lightsabershot' // UTProj_LinkPowerPlasma if linked (see GetProjectileClass() )

EffectSockets(0)=MuzzleFlashSocket
EffectSockets(1)=MuzzleFlashSocket

MuzzleFlashSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Primary'
MuzzleFlashAltPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam'
bMuzzleFlashPSCLoops=true
MuzzleFlashLightClass=class'UTGame.UTLinkGunMuzzleFlashLight'
WeapAnimType=EWAT_Pistol
//begin object Name=KollimatorMesh
/// SkeletalMesh=SkeletalMesh'WP_MP5.Mesh.Kollimator_SK'
// scale=1.0
// FOV=55.0
//end object


//KollimatorAttachment=KollimatorMesh


//Begin Object Name=FlashLightComponent 
   //   Begin Object Class=LightFunction Name=MyLightFunction 
   //      SourceMaterial=Material'WP_MP5.Materials.M_FFWeapon_Flashlight_Ring'
   //      Scale=(X=240.000000,Y=240.000000,Z=240.000000)
   //   End Object
  //    InnerConeAngle=22.000000
  //    OuterConeAngle=30.000000
  //    Radius=600.000000
  //    Brightness=1.500000
//      LightColor=(B=230,G=255,R=255,A=0)
 //     Function=MyLightFunction
//    End Object


// FlashLightAttachment=FlashLightComponent


  //  Begin Object Name=PickupMesh 
 //     SkeletalMesh=SkeletalMesh'WP_MP5.Mesh.WP_SK_MP5_3P'
//   Translation=(Z=1)
// Rotation=(Roll=-400)
// Scale=0.9
//    End Object


//    PickupFactoryMesh=PickupMesh
}

Referenced from: http://forums.epicgames.com/

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