I've been trying to understand a bit of this animation stuff.
And also I read up on an older issue where people complained about the lasers also being projectile based.
I had an idea:
What if we were to anmate the laser FX pie file so that the model is both translated and stretched along the flight path (presumably X direction) and pare it with an attuned flight speed to make it appear as a beam type weapon.
I had hoped to attempt this myself, however I don't understand a single thing of how to make the animation and actually make it work.
I did make an animation based on one of the old ones (single model basis and ANIM3DFRAMES) but the model I used for the laser FX is not affected by what I've done.
Code: Select all
/* header format: anim3d [filename] [frames][framerate] [num objects] */
/* anim line: [frame] [x] [y] [z] [xrot] [yrot] [zrot][xscale] [yscale] [zscale] */
ANIM3DTRANS "FX_HvyLas.pie" 6 7
{
0 0 0 0 0 0 0 1100 1000 1000
1 10 0 0 0 0 0 1300 1000 1000
2 25 0 0 0 0 0 1600 1000 1000
3 50 0 0 0 0 0 2000 1000 1000
4 30 0 0 0 0 0 1500 1000 1000
5 0 0 0 0 0 0 1000 1000 1000
}
If my theory works for acquiring a near-as-good beam weapon it could also be taken over to work in regular WZ.