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Tiberian Technologies Scripts Reference Revision: 9000
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Vehicle Ammo Animation. More...
#include <dp88_misc.h>
Protected Attributes | |
| int | m_ammoAnimObjId |
Cached Script Parameters | |
This script plays an animation on a vehicle based on the currently loaded ammunition, allowing a visual representation of ammo being used and, if desired, more than two firing locations, which is achieved by moving the muzzlea0 bone as part of the ammo animation. Note that since scripts are executed server side latency can affect the speed at which the animation updates, therefore this is not recommended for use with high ROF weapons.
| Animation | The name of the animation to use, where frame 0 is the first frame used when the weapon is fully loaded and Animation_Frames is the final frame with no ammunition remaining |
| Animation_Frames | The number of frames to use from the specified animation |
| Use_Total_Ammo | Specify whether the animation should be based on the total ammunition the object has or just those currently loaded into their gun. Set to 0 to count loaded ammo only or 1 to count all |
| Animation_Model | Optional name of a W3D model file to spawn and attach to the object upon which the animation defined in this script will be applied. This allows the host object to have other animations applied, such as damage states via dp88_damageAnimation |
| Animation_Model_Bone | If you specify an Animation_Model above then you must also specify the a bone on the parent to which that model should be attached. This also allows the animation model to be moved by the animation set executing on the parent. |
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protected |
ID of the animation object we have created for ourselves