New First Person Gun Framework, Global Particles, Procedural Animation

I recently discovered that you could push information from one client to another client, so yea for global particle effects!

Anyway, you won’t see any premade animation here. I’m working on a physics system where I apply forces to a gun to “animate” it. It’s no where near done, and I’m probably going to to rewrite it from scratch again to get it down to 200 lines and add more functionality.

I’m loving it. Just wondering is it supposed to be sparks or bullets o.o

That is absolutely gorgeous. The animation, the sparks, everything. Are there any plans to release some of the code so we can see how it’s done? I’m very interested in how you were able to do all of that so efficiently.

I LOVE IT! I love how you always do things that haven’t really been done before!

force FPS, and remove the tool needing to be selected, I have a group of hacks I would share to accomplish these :slight_smile:

Thank you, Weeve. I know how to force first person, but I don’t know how to go about force selecting a hopperbin or tool.

Also, I could probably release the weapon animation code. …But I think I’m going to keep particles a secret until I finish my game.
(WARNING: EULER ANGLES. EYEBALLS MAY BLEED)

[quote] Thank you, Weeve. I know how to force first person, but I don’t know how to go about force selecting a hopperbin or tool.

Also, I could probably release the weapon animation code. …But I think I’m going to keep particles a secret until I finish my game.
(WARNING: EULER ANGLES. EYEBALLS MAY BLEED) [/quote]

To make a player Force Select a tool simply parent the tool in the Players Character

Humanoids have method EquipTool, so it’s much easier to force tool now.

This is pretty awesome.

Thanks for sharing this with us!

Can this be done with hopperbins too?