+Florian Posted June 24, 2011 Posted June 24, 2011 Is there a way to give some sort of delay for the primary gun? I would like to make a gun, that fires only when an animation has run down. Due to complexity of the animation it must run at least 2 seconds, to look good. I´ve already tried as gunport animation, in that case the gun starts firing as i pull the trigger and the animation hasn´t even started. As gunpod in a bombbay it, of course, even totally ignores if the baydoors are "opened" or "closed".
+Stary Posted June 24, 2011 Posted June 24, 2011 It may seem off topic Florian, but I was thinking the other day on modelling the Luftwaffe Minengeschoß gun ammo as not typical gun ammo but custom invisible A2A unguided rockets (so I could have them explode mid air with aliased effect) -maybe this would be some sort of solution or would give you some new idea? Never went into plane model animation beyond gear movement though
+Florian Posted June 24, 2011 Author Posted June 24, 2011 It might be a solution to use some invisible rocket pods instead the gun. The animation will be a doorgunner. He kneels inside the Helo and while the animation, the sliding door opens and the gunner leans outwards, grabs the gun and pulls it in position. I´ll have the gun firing straight forward for aiming reasons. Of course, i could leave it like this and you are just allowed to pull the trigger, when the animation is over.
+Stary Posted June 24, 2011 Posted June 24, 2011 most interesting sadly I have no knowledge about setting up the weapons and their deployment animations
+EricJ Posted June 25, 2011 Posted June 25, 2011 If it works with the bomb bay animation then... why not?
+Florian Posted June 25, 2011 Author Posted June 25, 2011 If it works with the bomb bay animation then... why not? Well, when i use a gunpod in the bomb bay, the gun starts firing before the "bay doors" are opened (meaning before the gun mesh is in position). I just thought there might be a magical little INI line i don´t know that gives the gun a delay...
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