Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
Posts | ||
---|---|---|
Weapon's Idle Animation | Locked | |
Thread Options | ||
|
Nov 12 2014 Anchor | |
I know there's launch/deploy animation for weapon but is there any way to define an idle animation for weapon/hardpoint? i.e like a bit/funnel that constantly rotates in place. |
||
|
Nov 13 2014 Anchor | |
I mean, idle animations would probably need introduction anyways if we're going to have AN/ALQ-99 pods for the EA-18G.
|
||
|
Nov 13 2014 Anchor | |
Propeller, I assume? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
||
Nov 13 2014 Anchor | ||
Actually the game already supports this [Anims] FireAnim= SpeedStateAnim= VelLoopAnim= |
||
|
Nov 16 2014 Anchor | |
While I'm still figuring that, is there's any way to assign a texture to mat_Transp material? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.