Skylines Actions system and presets are the core to your projects dynamic objects. Many Actions can be used in interesting combinations for varying effects, but some times you need help to get the most out of them.

Easy Way to Attach Muzzle Flash to Player - FPS?

Easy Way to Attach Muzzle Flash to Player - FPS?

Postby Shando » 29 Mar 2013, 05:43

Hi All,

Is there an easy way to attach a Muzzle Flash (either a Sprite or using the Particles system) to the end of the barrel in the Player - FPS Preset?

Thanks

Shando
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Re: Easy Way to Attach Muzzle Flash to Player - FPS?

Postby StarFire » 29 Mar 2013, 16:34

Hey mate, we are currently working on the fps system set of actions, just got the shooting and object damage updated, the muzzle flash will be added very soon ;)
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Re: Easy Way to Attach Muzzle Flash to Player - FPS?

Postby Shando » 29 Mar 2013, 21:24

Hi Guys,

just got the shooting and object damage updated, the muzzle flash will be added very soon


Excellent news :D

Can't wait for the next update :P

Regards

Shando
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Re: Easy Way to Attach Muzzle Flash to Player - FPS?

Postby iamcheeseontoast » 30 Mar 2013, 20:25

Wouldn't muzzle flashes bullets spent cases etc come from the weapon, not the character.
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Re: Easy Way to Attach Muzzle Flash to Player - FPS?

Postby StarFire » 30 Mar 2013, 21:33

Hi @cheeseontoast,The new fps player system will manage all of the settings a character will require,the weapons editor, the ammo etc this is then combined with the other actions or scripts to make the final player/npc character. This way certain actions can be mixed or reused in other player designs. eg a third person car being the player complete with weapons!

We have also planned to create a weapons editor with which to setup weapon characteristics and stats, animations, offsets,effects such as tracers and flashes etc. ;)
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Re: Easy Way to Attach Muzzle Flash to Player - FPS?

Postby Shando » 30 Mar 2013, 22:00

The new fps player system will manage all of the settings a character will require, the weapons editor, the ammo etc. this is then combined with the other actions or scripts to make the final player/npc character. This way certain actions can be mixed or reused in other player designs.


We have also planned to create a weapons editor with which to setup weapon characteristics and stats, animations, offsets,effects such as tracers and flashes etc.


Yet more reasons why I'm liking where this engine is going more and more :mrgreen:

Shando
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