branchrust_reboot/main/4ShotMiniCrossbowcancel
161 Commits over 92 Days - 0.07cph!
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
minicrossbow arrow edit on reload start anim to remove lerping arrow and anim.controller transition tweaks
- First pass on multiswap arrow heads
- Disable arrow movement in shoot states and just turn it off when shooting
- Change which arrows are turned on/off in each state
At the end of reloading, play back to idle animation (reload_end)
Some initial balance work (subject to change):
Stats are similar to the bow, but slightly less range
Regular Crossbow is still better overall (more effective long range and fires further)
- Move bolt joints forward
- Setup more masks on idle animations
- Added view model renderers to the new skinned arrows
- FIxed NRE
removed linked arrow meshes from minicrossbow viewmodel prefab
exported mini crossbow rig with the arrow meshes skinned and anims updated
- Fixed 4th reload animation not working (implemented Jarryd's fix)
- Removed loop time on the all strings drawn strings drawn layered
- Virtual method for reload fraction duration
Removed extra renderer component
Setup LOD Renderers on Worldmodel
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
- Rewrote crossbow vm attack and reload code from near scratch
- Fixed reloads not working correctly
- New animation controller setup
- Use Viewmodel Camera
Ensured reload to reload step is smooth
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
updated minicrossbow vm anims
updated mini crossbow 3p anims
- Bettter reload slots
- Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead
- Tweaked reload fraction settings
- More logs
Fix broken reload timings
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
updated mini crossbow 3p anims and edited skinning on gun rig
Added Viewmodel Renderers to arm and arrow parts
Remove start and end duration on fractional reload
WIP reload rotation fixes
Sorted most other issues, just left with reload
exported updated vm minicrossbow anims
Fixed admire mask again to ensure state is retained whilst not overriding strings
Same treatment for deploy mask
Ensured idle animation mask includes all hand movements
- Fixed broken masks causing jaggy arrows
- Ensured additive layer behaves itself
- Stopped double start of the reload animation
- Sorted on attack rotation angles (they had messed themselves up)
- Implemented new all strings drawn anim into idle layer
exported vm minicrossbow idle strings drawn back anim
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
Fix dodgy masks on idle state
- Setup mask on string layer states
- Adjust some rotation angles
updated vm minicrossbow anims
updated vm minicrossbow string idle anims
- Cleaned up layer setup
- Bow strings setup on additive layer again
- Renames
main -> 4ShotMiniCrossbow
edited vm mini crossbow shoot animations
- Changed reload fraction duration to recommended
- Enable loop pose on idle
exported latest vm mini crossbow anims
- Comment updates
- Fix animations having lower than normal playback speed
- Ensure arrow states are kept in admire
- Ensure each reload state resets the rotation timer (still needs more work)
Don't transition to idle after each fractional reload part
Reduce fractional animation time so the transition to the end state is more apparent
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.