Pistol_Bow (FINAL)(setup in sample level)) 06/21/22

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Pistol_Bow (FINAL)(setup in sample level)) 06/21/22

Post by Rebel »

Original file removed (The final version is just below)

Pistol Bow Final link: https://www.mediafire.com/file/vlx036pm ... l.zip/file

Tested (in CE and ATX):

This is setup for CE use, though it works just fine in ATX as well. Feel free to use it, alter it
in any way you wish. Be sure to align the sites before starting your target practice. It takes a-
round 2 seconds for the pistolbow to auto-load, drawback and ready for another shot. The PistolBow
has a status light located on each side of the weapon. When it's ready for fire, they'll be green,
while loading they'll be red (with no arrows available the status lights will be black).

Final Release

Notes:

The Pistol_Bow has 2 CEntityAttached models (2 are textured as invisible), so exporting it should
be done as follows;

turn on triggers/magnets (C Button in TresEd).
export Pistol
hide what you just exported.
Draw mouse box around where pistol just was (TresEd should highlight 2 models (one being the mini
arrow that you see when the pistolbow is loaded, meaning, where the arrow is actually teleported
to as it is fired)).

Goto 0,0,0 for nearly all triggers associated with the setup. The model 'Arrow-00' is also there
but small, so easily missed. Turn on 'Invisibles' as well as there are other models here too.

There is also a small CCollision trigger that controls the loaded quiver that when you reach for,
loads up your shot count (20, I set it at) as well as 6 triggers to Anne's right and two animated
strips (contains required textures).

A additive stream.tpa is included (holds 1 sound 'gun click which plays when bow reloads). I have
included the .wav & .cau files of this sound (although there is no particular need for them since
both ATX and CE can handle additive tpas

I'd study the trigger setup before attempting to alter it.

The Quiver: When you load the bow, the quiver/arrows will appear on Anne's right hip. AFter about
then arrow are fired, half will disappear. Provided you allow the bow to reload properly, when you
are down to a few shots (generally 2), only 1 arrow will be visible within the Quiver.

Anne CEntityAttached models: The true quiver is attached to Anne, as well as a bundle of arrows n'
one single arrow where are attached the the quiver, the latter two allows for animations to be used
whereas any model attached to Anne cannot have animations attached (they won't work).

Reb. 06/21/22
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Re: Pistol_Bow (UPDATED)(setup in sample level))

Post by TheIdiot »

Thanks, Rebel. Will save this for use later... :wink:
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Re: Pistol_Bow (UPDATED)(setup in sample level))

Post by Rebel »

TheIdiot wrote:Thanks, Rebel. Will save this for use later... :wink:
NOTE: Both links ( 1 below and the other in 1st post) now contains the final version of the weapon

PistolBow (with Quiver (FINAL) link: https://www.mediafire.com/file/vlx036pm ... l.zip/file

The link above contains a better version, T.I. The quiver is on Anne's right hip (it'll be empty until Anne reaches
for the mini-arrows). About half way through your arrows, half will disappear, when you're down to 2 (sometimes
3), there'll only be 1 arrow left in the quiver. Eh, adds a little bit to the setup -


@2nd_EDIT

Tested (in CE and ATX):

This is setup for CE use, though it works just fine in ATX as well. Feel free to use it, alter it
in any way you wish. Be sure to align the sites before starting your target practice. It takes a-
round 2 seconds for the pistolbow to auto-load, drawback and ready for another shot. The PistolBow
has a status light located on each side of the weapon. When it's ready for fire, they'll be green,
while loading they'll be red (with no arrows available the status lights will be black).

Final Release

Notes:

The Pistol_Bow has 2 CEntityAttached models (2 are textured as invisible), so exporting it should
be done as follows;

turn on triggers/magnets (C Button in TresEd).
export Pistol
hide what you just exported.
Draw mouse box around where pistol just was (TresEd should highlight 2 models (one being the mini
arrow that you see when the pistolbow is loaded, meaning, where the arrow is actually teleported
to as it is fired)).

Goto 0,0,0 for nearly all triggers associated with the setup. The model 'Arrow-00' is also there
but small, so easily missed. Turn on 'Invisibles' as well as there are other models here too.

There is also a small CCollision trigger that controls the loaded quiver that when you reach for,
loads up your shot count (20, I set it at) as well as 6 triggers to Anne's right and two animated
strips (contains required textures).

A additive stream.tpa is included (holds 1 sound 'gun click which plays when bow reloads). I have
included the .wav & .cau files of this sound (although there is no particular need for them since
both ATX and CE can handle additive tpas

I'd study the trigger setup before attempting to alter it.

The Quiver: When you load the bow, the quiver/arrows will appear on Anne's right hip. AFter about
then arrow are fired, half will disappear. Provided you allow the bow to reload properly, when you
are down to a few shots (generally 2), only 1 arrow will be visible within the Quiver.

Anne CEntityAttached models: The true quiver is attached to Anne, as well as a bundle of arrows n'
one single arrow where are attached the the quiver, the latter two allows for animations to be used
whereas any model attached to Anne cannot have animations attached (they won't work).

Reb. 06/21/22
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