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Wrong 3rd Person animation.

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Created 12 years ago
by Lukkie1998
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Hi guys,

I ported the MM1 Grenade Launcher from BO2, converted .tanims etc.. etc... When i go in game, the viewmodel looks fine. But when i use 3rd person mode ("cg_thirdperson",2) it looks like the player is holding a grenade. I tried to change the PlayerAnim to every option available, but no results.

This is how it looks in game:


This is my weaponfile:
Code Snippet
Plaintext
WEAPONFILE\weaponType\grenade\weaponClass\grenade\impactType\grenade_explode\guidedMissileType\None\inventoryType\primary\fireType\Single Shot\stickiness\Don't stick\maxSteeringAccel\3000\displayName\MM1 Grenade Launcher\AIOverlayDescription\\modeName\\playerAnimType\autorifle\gunModel\lukkie_mm1_view\gunModel2\\gunModel3\\gunModel4\\gunModel5\\gunModel6\\gunModel7\\gunModel8\\gunModel9\\gunModel10\\gunModel11\\gunModel12\\gunModel13\\gunModel14\\gunModel15\\gunModel16\\handModel\viewmodel_hands_no_model\isHandModelOverridable\0\idleAnim\lukkie_mm1_idle\emptyIdleAnim\lukkie_mm1_idle\fireAnim\lukkie_mm1_fire\lastShotAnim\lukkie_mm1_fire\rechamberAnim\\reloadAnim\lukkie_mm1_reload_empty\reloadStartAnim\\reloadEndAnim\\raiseAnim\lukkie_mm1_pullout\dropAnim\lukkie_mm1_putaway\firstRaiseAnim\lukkie_mm1_first_raise\altRaiseAnim\lukkie_mm1_pullout\altDropAnim\lukkie_mm1_putaway\quickRaiseAnim\lukkie_mm1_pullout_quick\quickDropAnim\lukkie_mm1_putaway_quick\emptyRaiseAnim\lukkie_mm1_pullout_quick\emptyDropAnim\lukkie_mm1_putaway_quick\sprintInAnim\lukkie_mm1_sprint_in\sprintLoopAnim\lukkie_mm1_sprint_loop\sprintOutAnim\lukkie_mm1_sprint_out\nightVisionWearAnim\\nightVisionRemoveAnim\\adsFireAnim\lukkie_mm1_fire\adsLastShotAnim\lukkie_mm1_fire\adsRechamberAnim\\adsUpAnim\lukkie_mm1_ads_up\adsDownAnim\lukkie_mm1_ads_down\meleeAnim\viewmodel_knife_slash\meleeChargeAnim\viewmodel_knife_stick\meleeTime\0.7\meleeChargeTime\1\meleeDelay\0.25\meleeChargeDelay\0.2\meleeDamage\150\playerDamage\30\meleeSwipeSound\melee_swing\meleeSwipeSoundPlayer\melee_swing_plr\meleeHitSound\melee_hit\meleeMissSound\\locNone\1\locHelmet\1\locHead\1\locNeck\1\locTorsoUpper\1\locTorsoLower\1\locRightArmUpper\1\locRightArmLower\1\locRightHand\1\locLeftArmUpper\1\locLeftArmLower\1\locLeftHand\1\locRightLegUpper\1\locRightLegLower\1\locRightFoot\1\locLeftLegUpper\1\locLeftLegLower\1\locLeftFoot\1\locGun\0\moveSpeedScale\0.8\adsMoveSpeedScale\1\sprintDurationScale\1\maxHorTurnSpeed\0\maxVertTurnSpeed\0\gunMaxPitch\30\gunMaxYaw\30\lowAmmoWarningThreshold\0.33\damage\600\fireDelay\0.1\fireTime\0.5\reloadTime\3.1\reloadEmptyTime\3.1\reloadEmptyAddTime\0\reloadShowRocketTime\0\reloadStartTime\2\reloadEndTime\1.1\reloadAddTime\0\reloadStartAddTime\1.3\rechamberTime\0.1\rechamberBoltTime\0\dropTime\1\raiseTime\0.8\altDropTime\0\altRaiseTime\0.7\quickDropTime\0.25\quickRaiseTime\0.65\firstRaiseTime\1\emptyDropTime\0.5\emptyRaiseTime\0.5\sprintInTime\0.35\sprintLoopTime\0.7\sprintOutTime\0.6\nightVisionWearTime\0\nightVisionWearTimeFadeOutEnd\0\nightVisionWearTimePowerUp\0\nightVisionRemoveTime\0\nightVisionRemoveTimePowerDown\0\nightVisionRemoveTimeFadeInStart\0\fuseTime\0\aiFuseTime\0\timedDetonation\0\clipOnly\0\adsTransInTime\0.5\adsTransOutTime\0.5\adsZoomInFrac\0.5\adsZoomOutFrac\0.5\adsOverlayShader\\adsOverlayReticle\none\adsOverlayInterface\none\adsOverlayWidth\0\adsOverlayHeight\0\adsBobFactor\1\adsViewBobMult\0\hipSpreadStandMin\5\hipSpreadDuckedMin\3.5\hipSpreadProneMin\2\hipSpreadMax\6\hipSpreadDuckedMax\6\hipSpreadProneMax\6\hipSpreadDecayRate\2.5\hipSpreadFireAdd\0.4\hipSpreadTurnAdd\0\hipSpreadMoveAdd\2.3\hipSpreadDuckedDecay\1.375\hipSpreadProneDecay\1.6\hipReticleSidePos\0\adsSpread\1.7\adsIdleAmount\25\hipIdleAmount\15\hipIdleSpeed\5\adsIdleSpeed\1\idleCrouchFactor\0.5\idleProneFactor\0.15\adsAimPitch\0\adsCrosshairInFrac\1\adsCrosshairOutFrac\0.2\adsReloadTransTime\0.6\adsGunKickPitchMin\-30\adsGunKickPitchMax\-20\adsGunKickYawMin\-17\adsGunKickYawMax\17\adsGunKickAccel\250\adsGunKickSpeedMax\1000\adsGunKickSpeedDecay\10\adsGunKickStaticDecay\1\adsViewKickPitchMin\20\adsViewKickPitchMax\95\adsViewKickYawMin\-10\adsViewKickYawMax\30\adsViewKickCenterSpeed\2500\hipGunKickPitchMin\-5\hipGunKickPitchMax\-3\hipGunKickYawMin\-15\hipGunKickYawMax\15\hipGunKickAccel\250\hipGunKickSpeedMax\500\hipGunKickSpeedDecay\15\hipGunKickStaticDecay\1\hipViewKickPitchMin\100\hipViewKickPitchMax\150\hipViewKickYawMin\-50\hipViewKickYawMax\-80\hipViewKickCenterSpeed\1500\swayMaxAngle\4\swayLerpSpeed\4\swayPitchScale\0.1\swayYawScale\0.1\swayHorizScale\0.1\swayVertScale\0.1\swayShellShockScale\5\adsSwayMaxAngle\2\adsSwayLerpSpeed\4\adsSwayPitchScale\0.1\adsSwayYawScale\0.1\adsSwayHorizScale\0.1\adsSwayVertScale\0.1\hudIcon\hud_icon_kamikaze\killIcon\hud_icon_kamikaze\dpadIcon\\ammoCounterIcon\hud_icon_kamikaze\hudIconRatio\2:1\killIconRatio\2:1\dpadIconRatio\1:1\ammoCounterIconRatio\1:1\ammoCounterClip\Shotgun\flipKillIcon\1\worldModel\lukkie_mm1_world\worldModel2\\worldModel3\\worldModel4\\worldModel5\\worldModel6\\worldModel7\\worldModel8\\worldModel9\\worldModel10\\worldModel11\\worldModel12\\worldModel13\\worldModel14\\worldModel15\\worldModel16\\worldClipModel\\rocketModel\\ammoName\mm1\maxAmmo\48\startAmmo\0\clipName\mm1\clipSize\24\dropAmmoMin\24\dropAmmoMax\24\viewFlashEffect\weapon/muzzleflashes/fx_ptrs_view\worldFlashEffect\weapon/muzzleflashes/fx_ptrs\shellEjectEffect\\lastShotEjectEffect\\worldClipDropEffect\\pickupSound\weap_pickup\pickupSoundPlayer\weap_pickup_plr\ammoPickupSound\ammo_pickup\ammoPickupSoundPlayer\ammo_pickup_plr\projectileSound\\fireSound\weap_mm1_fire\fireSoundPlayer\weap_mm1_fire_npc\lastShotSound\weap_mm1_fire\lastShotSoundPlayer\weap_mm1_fire_npc\emptyFireSound\pistol_dryfire\emptyFireSoundPlayer\pistol_dryfire_plr\rechamberSound\\rechamberSoundPlayer\\reloadSound\\reloadSoundPlayer\\reloadEmptySound\\reloadEmptySoundPlayer\\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwitchSound\\altSwitchSoundPlayer\\raiseSound\weap_raise\raiseSoundPlayer\weap_raise_plr\firstRaiseSound\weap_raise\firstRaiseSoundPlayer\weap_raise_plr\putawaySound\weap_putaway\putawaySoundPlayer\weap_putaway_plr\bounceSound\\nightVisionWearSound\\nightVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\reticleCenter\gl_crosshair_center\reticleSide\\reticleCenterSize\80\reticleSideSize\1\reticleMinOfs\0\enemyCrosshairRange\1000\crosshairColorChange\1\altWeapon\\boltAction\0\armorPiercing\0\aimDownSight\1\rechamberWhileAds\0\noADSAutoReload\0\adsViewErrorMin\0\adsViewErrorMax\0\adsFire\0\noAdsWhenMagEmpty\0\avoidDropCleanup\0\cancelAutoHolsterWhenEmpty\0\suppressAmmoReserveDisplay\0\blocksProne\0\noPartialReload\1\segmentedReload\0\reloadAmmoAdd\0\reloadStartAdd\0\autoAimRange\0\aimAssistRange\1000\aimAssistRangeAds\1000\fightDist\720\maxDist\1400\aiVsAiAccuracyGraph\\aiVsPlayerAccuracyGraph\\sprintOfsF\0\sprintOfsR\0\sprintOfsU\0\sprintRotP\0\sprintRotY\0\sprintRotR\0\sprintBobH\0\sprintBobV\0\sprintScale\0.8\standMoveF\0\standMoveR\0\standMoveU\0\standRotP\2\standRotY\0\standRotR\-2\duckedOfsF\-1\duckedOfsR\0.8\duckedOfsU\-0.2\duckedMoveF\0\duckedMoveR\0\duckedMoveU\0\duckedRotP\2\duckedRotY\0\duckedRotR\-2\proneOfsF\-2\proneOfsR\0\proneOfsU\0.8\proneMoveF\-100\proneMoveR\3\proneMoveU\-100\proneRotP\0\proneRotY\300\proneRotR\-300\posMoveRate\6\posProneMoveRate\25\standMoveMinSpeed\110\duckedMoveMinSpeed\60\proneMoveMinSpeed\0\posRotRate\6\posProneRotRate\30\standRotMinSpeed\110\duckedRotMinSpeed\60\proneRotMinSpeed\0\explosionRadius\200\explosionInnerDamage\600\explosionOuterDamage\75\damageConeAngle\180\projectileSpeed\2400\projectileSpeedUp\10\projectileActivateDist\0\projectileLifetime\30\projectileModel\bo1_projectile_m203grenade\projExplosionType\grenade\projExplosionEffect\\projExplosionEffectForceNormalUp\0\projExplosionSound\wpn_grenade_explode\projDudEffect\\projDudSound\wpn_grenade_bounce_flesh\projImpactExplode\1\canUseInVehicle\0\projTrailEffect\\projectileDLight\200\projectileRed\0.75\projectileGreen\0.3\projectileBlue\1\projIgnitionDelay\0\projIgnitionEffect\\projIgnitionSound\\destabilizationRateTime\0\destabilizationCurvatureMax\5\destabilizeDistance\0\parallelDefaultBounce\0.5\parallelAsphaltBounce\0.6\parallelBarkBounce\0.6\parallelBrickBounce\0.6\parallelCarpetBounce\0.6\parallelCeramicBounce\0.5\parallelClothBounce\0.3\parallelConcreteBounce\0.6\parallelCushionBounce\0.5\parallelDirtBounce\0.45\parallelFleshBounce\0.2\parallelFoliageBounce\0.05\parallelFruitBounce\0.5\parallelGlassBounce\0.4\parallelGrassBounce\0.35\parallelGravelBounce\0.5\parallelIceBounce\0.6\parallelMetalBounce\0.6\parallelMudBounce\0.2\parallelPaintedMetalBounce\0.5\parallelPaperBounce\0.2\parallelPlasterBounce\0.5\parallelPlasticBounce\0.5\parallelRockBounce\0.6\parallelRubberBounce\0.5\parallelSandBounce\0.3\parallelSnowBounce\0.2\parallelWaterBounce\0.2\parallelWoodBounce\0.6\perpendicularDefaultBounce\0.25\perpendicularAsphaltBounce\0.25\perpendicularBarkBounce\0.25\perpendicularBrickBounce\0.25\perpendicularCarpetBounce\0.25\perpendicularCeramicBounce\0.5\perpendicularClothBounce\0.2\perpendicularConcreteBounce\0.25\perpendicularCushionBounce\0.5\perpendicularDirtBounce\0.225\perpendicularFleshBounce\0.2\perpendicularFoliageBounce\0.05\perpendicularFruitBounce\0.5\perpendicularGlassBounce\0.2\perpendicularGrassBounce\0.15\perpendicularGravelBounce\0.25\perpendicularIceBounce\0.3\perpendicularMetalBounce\0.25\perpendicularMudBounce\0.1\perpendicularPaintedMetalBounce\0.5\perpendicularPaperBounce\0.2\perpendicularPlasterBounce\0.25\perpendicularPlasticBounce\0.5\perpendicularRockBounce\0.25\perpendicularRubberBounce\0.5\perpendicularSandBounce\0.1\perpendicularSnowBounce\0.1\perpendicularWaterBounce\0.2\perpendicularWoodBounce\0.25\bayonet\0\fireRumble\damage_heavy\adsDofStart\0\adsDofEnd\14\requireLockonToFire\0\worldKnifeModel\weapon_usa_kbar_knife\knifeModel\viewmodel_usa_kbar_knife\adsZoomFov\40\adsTransBlendTime\0.5\clipType\bottom\penetrateType\large\offhandClass\None\twoHanded\1\shotCount\1\hipGunKickReducedKickBullets\0\hipGunKickReducedKickPercent\0\adsGunKickReducedKickBullets\0\adsGunKickReducedKickPercent\0\reloadEmptyAnim\lukkie_mm1_reload_empty\hideTags\j_round\notetrackSoundMap\knife_stab_plr knife_stab_plr
knife_pull_plr knife_pull_plr
Knife_slash_plr Knife_slash_plr
bowie_swing bowie_swing
bowie_stab bowie_stab
bowie_pull bowie_pull
sndnt#fly_gl_open weap_mm1_open
sndnt#fly_gl_gren_out weap_mm1_grenade_out
sndnt#fly_gl_gren_in weap_mm1_grenade_in
sndnt#fly_gl_close weap_mm1_close

Lukkie1998
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The playerAnimType file also looks at the class of the weapon, which in this case is a grenade. You need to change the playerAnimType to rocketlauncher in order for it to stop uising the grenade anims because of the way the playerAnimType script is written.
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The playerAnimType file also looks at the class of the weapon, which in this case is a grenade. You need to change the playerAnimType to rocketlauncher in order for it to stop uising the grenade anims because of the way the playerAnimType script is written.
Ok, i changed the Playeranimtype to smg and the weaponclass to grenade. It does the good animation, but now the gun is on the back of the player, and not in his hands. i used the worldmodel  and it has a tag_weapon. Any ideas?

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Ok, i changed the Playeranimtype to smg and the weaponclass to grenade. It does the good animation, but now the gun is on the back of the player, and not in his hands. i used the worldmodel  and it has a tag_weapon. Any ideas?

Lukkie1998
That's not what I said to do... you need to change the playeranimtype to rocketlauncher or edit the playerAnimTypes script.
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ok i tried that too. Same problem as i mentioned before. Hands are fine, but gun is on the back of the player. I changed the world model to another gun's world model, but this gun was on his back too.

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ok i tried that too. Same problem as i mentioned before. Hands are fine, but gun is on the back of the player. I changed the world model to another gun's world model, but this gun was on his back too.

Lukkie1998
Use grenade for the weaponClass and switch back to the correct worldmodel.
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Use grenade for the weaponClass and switch back to the correct worldmodel.
I did, and it's still not holding the weapon. I did notice that he holds the weapon just fine when crouching or proning. He's knifing with the gunmodel as well, though I set the world knife model as "weapon_usa_kbar_knife". It could be that the worldmodel is not rigged properly, but it does that with another model as well (as mentioned in previous reply).

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I did, and it's still not holding the weapon. I did notice that he holds the weapon just fine when crouching or proning. He's knifing with the gunmodel as well, though I set the world knife model as "weapon_usa_kbar_knife". It could be that the worldmodel is not rigged properly, but it does that with another model as well (as mentioned in previous reply).

Lukkie1998
Does the other world model work correctly in a different weapon file?
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Does the other world model work correctly in a different weapon file?
Yes, and i tried the MM1 worldmodel in another (bulletweapon) weaponfile and the worldmodel works good. So it has to be something with the playeranimation or the weaponclass.

Lukkie1998

 
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