Ok so I got the animations implemented but now that we are using multiple weapons I need to create a weapon check and once the check of the weapon is done it then does its correct animation. I have the bases of a weapon doing correct weapon animation on mouse click, but just not the weapon check.
What I have brainstorming wise is this:
var int Weapon[2];
var int weaponInHand;
Weapon[0] = 1; //sword
Weapon[1] = 2; //crossbow
weaponInHand = Weapon array
once the weaponInHand is assigned to weapon array then you move the weaponInHand to the Trace function we have made.
*note. DO NOT COMMENT ON THE TRACE FUNCTION, IT IS TEMP*
Just would like to hear some input from some UnrealScripters
What I have brainstorming wise is this:
var int Weapon[2];
var int weaponInHand;
Weapon[0] = 1; //sword
Weapon[1] = 2; //crossbow
weaponInHand = Weapon array
once the weaponInHand is assigned to weapon array then you move the weaponInHand to the Trace function we have made.
*note. DO NOT COMMENT ON THE TRACE FUNCTION, IT IS TEMP*
Code:
function canTrace(int weaponInHand, byte FireModeNum)
{
if (WeaponOnHand == 1 )
{
if(FireModeNum == 0) //checks if mouse 1 was clicked
{
PlayEmote('SwingSword', 1); //plays sword animation
SetTimer(8.0,false,'cantTrace');
}
else //means mouse 2 was clicked
{
PlayEmote('BashSword',0);
SetTimer(8.0,false,'cantTrace');
}
}
if (WeaponOnHand == 2 ) //checks for crossbow in hand
{
if(FireModeNum == 0) //checks if mouse 1 was clicked
{
PlayEmote('Crossbow_Fire', 1); //does fire animation
SetTimer(8.0,false,'cantTrace');
PlayEmote('Crossbow_Reload, 1); //does reload animation
SetTimer(8.0, false,'cantTrace');
}
else //means mouse 2 was clicked
{
PlayEmote('BashCrossBow',0);
SetTimer(8.0,false,'cantTrace');
}
}
}
Just would like to hear some input from some UnrealScripters