Writing Weapon Scripts

At this point we have three files. A material (baseball_bat.mtl), a third person geometry file (baseball_bat_tp.cgf) and a first person character file (baseball_bat_fp.chr). It’s not enough to get a weapon into the engine. But to test that it’s working (and we should at this point) we could drag the CGF file into a map as level-geometry. To test the CHR file, use the Character Editor.<br> More

First Person Weapon Asset

You’ll create a separate file from the source model. You’ll want to name this file similar to the third-person file, except use _fp as a suffix. (Mine is baseball_bat_fp.ma) And add onto it – a joint at the origin (name it weapon), and another at the weapons end-point (where you want the collision to happen.) Duplicate this second joint twice. (We need three joints, name them: weapon_01, collision, and weapon_term)

It's not quite ready...

With the joints in place, bind the mesh to the initial weapon root.<br> More

Third Person Weapon Asset

Fairly simple set up. We need to take our model, save it to a new file (I recommend a _tp suffix, for instance mine is named baseball_bat_tp.ma.) Now you’re going to have to create some “CryHelperNodes.” This is bogus, it’s technically just a fancy name for some other thing, which is simply being used to track a MAT16. Er, a positional translation matrix.<br> More