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Wie man ein Schwert an ein Model anfügt... #73904
05/11/06 12:31
05/11/06 12:31
Joined: Apr 2005
Posts: 274
austria
Ascalon Offline OP
Member
Ascalon  Offline OP
Member

Joined: Apr 2005
Posts: 274
austria
...weiß ich, mit vec_to_vertec. Wie sich das Schwert mit dem Model mitbewegt weiß ich auch, aber wie ändert sich der Neigungswinkel des Schwertes je nach Handhaltung des Models, ohne, dass man dafür das Schwert im Med mitanimieren muss. Geht das überhaupt ??


my webside : www.ascalon.jimdo.de
Re: Wie man ein Schwert an ein Model anfügt... [Re: Ascalon] #73905
05/11/06 12:58
05/11/06 12:58
Joined: Jul 2005
Posts: 15
Germany
Keksbuster Offline
Newbie
Keksbuster  Offline
Newbie

Joined: Jul 2005
Posts: 15
Germany
Hi,
der Code ist aus dem AUM 55 unter 'Unanswered questions':
Code:
  
string sword_mdl = <sword.mdl>;



function attach_sword()

{

proc_late();

my.passable = on; // the sword shouldn't slow down the player

while (you != null)

{

// get the vertex at the bottom of the palm in Med

vec_for_vertex (my.skill1, you, 28);

// get the vertex that separates the thumb and the pointer finger in Med

vec_for_vertex (my.skill4, you, 9);

// compute the vector that will be used by the sword

vec_diff (my.skill7, my.skill4, my.skill1);

// rotate the sword accordingly

vec_to_angle (my.pan, my.skill7);

// put the origin of the sword in the vertex that is placed at the bottom of the palm

vec_set (my.x, my.skill1);

wait (1);

}

}



action my_players_action // this would be your player's action

{

ent_create (sword_mdl, my.x, attach_sword); // put this line in your player's action

// the rest of the code for your player goes here

// .........................................

}



Damit müsste es eigentlich gehen.
Wenn nicht, dann guck nochmal ins AUM


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