karmacomposer Posted July 1, 2017 Share Posted July 1, 2017 I'm using a FPS script and I am going to want my player to use tools and even carry a flashlight in the game (instead of just having a light turn on and off, shouldn't they have an actual flashlight for that?). How can I have realistic arms and hands holding said items? There will be four or five tools - think of them as weapons that do not fire anything. One will be motion sensors that have to be placed on the ground. How is this all done in Leadwerks? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Core Posted July 1, 2017 Share Posted July 1, 2017 I'm actually planning very similar thing in my scifi game and decided skip this visually, because of the amount of work it needs. Basically you need to have a model and maybe some animations for your arms and model for every tool you are planning to have. Then create a script that moves your arms out of the view and switch model when you change tool etc. I decided to leave arms out, maybe even 3d models of the tools and have them only inventory items, so when you have a tool in your hand, on hud you can see icon of that tool and maybe its name, but no hands or even a model. Pretty old school way, but it is much, much easier to handle this way. But I'm pretty new with game making and just on the beginning of my learning journey, so I choose targets that are easy enough for me to accomplish. Quote Link to comment Share on other sites More sharing options...
Genebris Posted July 1, 2017 Share Posted July 1, 2017 Make your arms models and animations. This has nothing to do with Leadwerks. You can parent your weapons to a bone in editor or in code or you can just make it part of the model. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted July 1, 2017 Author Share Posted July 1, 2017 Does the model need to be just arms or could it be an entire human behind the FPS camera? Is there a tutorial or instructions on how to attach weapons and make this all work in Leadwerks' FPS player? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Genebris Posted July 1, 2017 Share Posted July 1, 2017 Your model is whatever you want. You attach a weapon to a bone by drag and drop in editor or by entity:SetParent() in code. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.