Hello!
Been wondering how to create some sort of weapon customization using the character item...
My goal is to have one type of weapon that can be customized in runtime by the player, for this I have a weapon model that I have setup following the third person character item tutorial, so far so good, now I want to have some script on it that can enable or disable some weapon parts like scopes, grips and barrels, when the player dopes this the weapon shootable properties should change as well, such as the fire rate, the recoil effect and some states for the zoom... can this be done? I have tried to change some of the those modifying the recoil properties in runtime but I get an Argument exception error, then I tried creating states and activating them also in runtime but I get the same error, so I am a bit lost. I saw on the docs that I could use some binding properties that change properties using variables, but I have no clue on how to achieve this. I can control on my scripts which variables should be updated when activating some parts of the model, but how can I have these variables actually change the wepon properties?
Im attaching some SSs so you can have a visual idea of what I am trying to achieve.
Also, I have an asset from Knife that can shoot different types of sci fy bullets like blasters, lasers, rockets, etc. I have succestfully integrated these in the default character item and fire them manually whenever the OnUseItem event is fired, the thing with this is that behind the curtains the standard character item is being used, the default bullet is being fired, the recoils and everything else... is there a way in that I can quickly convert the Knife effects/assets to those in Opsive? Because it would be really a lot to set, also to manage the collisions and everything, do you think its a good idea to keep "faking" the character item system?
Thanks a lot!
Been wondering how to create some sort of weapon customization using the character item...
My goal is to have one type of weapon that can be customized in runtime by the player, for this I have a weapon model that I have setup following the third person character item tutorial, so far so good, now I want to have some script on it that can enable or disable some weapon parts like scopes, grips and barrels, when the player dopes this the weapon shootable properties should change as well, such as the fire rate, the recoil effect and some states for the zoom... can this be done? I have tried to change some of the those modifying the recoil properties in runtime but I get an Argument exception error, then I tried creating states and activating them also in runtime but I get the same error, so I am a bit lost. I saw on the docs that I could use some binding properties that change properties using variables, but I have no clue on how to achieve this. I can control on my scripts which variables should be updated when activating some parts of the model, but how can I have these variables actually change the wepon properties?
Im attaching some SSs so you can have a visual idea of what I am trying to achieve.
Also, I have an asset from Knife that can shoot different types of sci fy bullets like blasters, lasers, rockets, etc. I have succestfully integrated these in the default character item and fire them manually whenever the OnUseItem event is fired, the thing with this is that behind the curtains the standard character item is being used, the default bullet is being fired, the recoils and everything else... is there a way in that I can quickly convert the Knife effects/assets to those in Opsive? Because it would be really a lot to set, also to manage the collisions and everything, do you think its a good idea to keep "faking" the character item system?
Thanks a lot!