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Simple Fantasy
//Weapons Animation usage
To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt
Parent weapon meshlocation -
/Simple_Characters
/Root_jnt
/Hips_jnt
/Body_jnt
/Spine_jnt
/UpperArm_Right_jnt
/LowerArm_Right_jnt
/Hand_Right_jnt
//Mechanim parameters
Shoot_b - Activates shoot
FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun)
Reload_b - Reloads the current gun
Jump_b - will make the character jump
Death_b - will kill the character
DeathType_int - Will select the type of death animation
1 = Back death
2 = Front death
Static_b - Will turn root motion on and off
Grounded_b - will play a falling animation when not grounded
Animation_int - selects an idle animation to play
0 = normal idle
1 = Crossed Arms
2 = HandsOnHips
3 = Check Watch
4 = Sexy Dance
5 = Smoking
6 = Salute
7 = Wipe Mount
8 = Leaning against wall
9 = Sitting on Ground
WeaponType_int - Sets the type of weapon animation to play
0 = No weapon
1 = Pistol
2 = AssultRifle01
3 = AssultRifle02
4 = Shotgun
5 = SniperRifle
6 = Rifle
7 = SubMachineGun
8 = RPG
9 = MiniGun
10 = Grenades
11 = Bow
12 = Melee
MeleeType
0 = Stab
1 = One Handed
2 = Two Handed
Head_Horizontal_f and Head_Vertical_f - Control the head direction
Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run
No weapon Idle = 0 , 0
No weapon Walk = 0 , 0
No weapon Run = 0 , 0
Pistol Idle = 0 , 0
Pistol Walk = 0 , 0
Pistol Run = 0 , 0.2
Grenades Idle = 0 , 0
(set speed to 0 when throwing a grenade)
All other weapons Idle = 0 , 0.6
All other weapons Walk = 0 , 0.6
All other weapons Run = 0.3 , 0.6