NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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| 22 Feb 2015 02:54 PM |
I make weapons for script builder games as a hobby. I use lots of tools and algorithms from other scripters, for example stravant's CFrame interpolation module, a cosine function I don't fully understand, and a plugin that compiles complex objects into executable Lua. I also have a whole script full of visual effect and damage/knockback related functions from Fenrier, Turdulator, and myself.
The more weapons I create, the more things I figure out. Once I figure something out, I always end up copy/pasting it into future tools to make it easier. Which gave me an idea.
I was thinking of working on a big project; a studio plugin that makes creating script builder compatible weld animated tools streamlined and straightforward. I've thought out how plausible it is, and how automated it can be, and I've pretty much figured out how this is going to work.
Here is my goal for the options in the final version of the plugin:
-Visually create a weapon out of parts, including handle + welds -Automatically generate a template script that includes the weapon -Different template types for styles & control schemes -Visually edit poses and and implement them into the script -Options for animating; speed, smoothing (cosine), etc -Built in functions for setting poses, creating attacks, etc -Built in API for a damage & critical hit system (optional) -Library of visual effects made of meshes, loops, and CFrame -Library of fitting sound effects without the need for IDs -Option to use HopperBins, Tools, or just keybinds -Export to a standalone script builder compatable localscript |
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NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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| 22 Feb 2015 03:08 PM |
The steps for creating a weapon would be something like this:
1) Use the editor to design the weapon and attach it to the character model.
2) Generate the script which includes a building function for the weapon & welds, animation and interpolation functions, variables that point to the character's limbs, variables for key presses and mouse clicks, and an equip / unequip event that creates or removes custom welds.
3) Use the pose editor to create an equipped pose, which will convert it to a code snippet that works with the interpolation functions in the script. Includes options for animation speed, cosine smoothing, and other details.
4) Use the attack editor to create attack poses & animations, assign damage, debounce, and visual effects, and convert into code snippets that work with the main script.
5) Easily edit details in the main script without using the editors for fine tweaking or custom effects. |
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NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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| 23 Feb 2015 03:28 PM |
| Making progress on this. Figured out plugins can edit the .source property of scripts, so I won't have to use stringvalues to output the finished code. |
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| 23 Feb 2015 03:29 PM |
| only hard thing about this is writing a code framework then adding in pieces to it. |
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NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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| 23 Feb 2015 03:33 PM |
I *think* you can define strings like this:
[[ Hello World ]]
and it will include all the correct spacing and tabs.
For the first version, I can use that method to generate a template script with all the needed functions, variables etc, then for the pose editors and such, it will print a line you can copy/paste into the script that utilities the functions generated. I'll also set up a clean-up tool to get rid of any unused functions that the script doesn't use at the end. |
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| 11 Sep 2016 08:30 PM |
| It's pretty hard to learn how to animate via looking over scripts, as now that ROBLOX has an animation plugin, whenever I try to learn how to animate via scripting it just comes up with "get this animation plugin then ## ## y, and z!" I don't like that because you can't animate anything but the body, so I agree with this, however, I am a year late XD. Anyone reading this, can you give me any pointers to learning how to animate? thx :D |
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| 11 Sep 2016 08:33 PM |
it is good but not very great
the guns will be pretty linear unless you add a whole lot of customization and you would need to create several scripts that would handle things on server and client and when FE enabled |
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| 11 Sep 2016 08:34 PM |
and you could add keyframes that you can name to do certain things
like you can have a set of attachments and if you name one to "Attach-Supressor"
it will put an attachment named "Supressor" on your gun and you can remove it too |
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