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Messages - jakob9696

As the title of this topic says, i need to play an animation on a zombie.
i analyzed some treyarch scripts and they use this to play an animation by script
Code Snippet
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SetAnimStateFromASD
but i don't know how use it because doesn't exists in bo3 api reference.
I tried using Animscripted and obviously i setup the Animtree (UseAnimtree in script and .atr) but the zombie clears all animations for a moment and after that it continue to plays the previous animation it was playing but the animation that i want to play doesn't start  :-\
I also tried using SetAnim but nothing...
Does anyone know the solution to this problem?
7 years ago
i'm scripting origins generators and i need to create a waypoint, then i followed a solution in this forum in cod waw but in bo3 using the following code doesn't load the image or in alternative doesn't show the direction arrow:

zm_mapname.zone
Code Snippet
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image,i_hud_tomb_capture_spin
material,hud_tomb_capture_spin

Shader is a waypoint and is semi-loaded (faded) but has arrow

Code Snippet
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#precache( "material", "hud_tomb_capture_spin");

// other stuffs

// self == generator struct
function Create_generator_HUD()
{
self endon( "death" );
if( !isDefined(self.capture_hud ) )
{
hud_elem = NewHudElem();
hud_elem SetTargetEnt( self );
hud_elem SetShader( "hud_tomb_capture_spin", 8, 8 );
hud_elem SetWayPoint( true,"hud_tomb_capture_spin");

hud_elem.hidewheninmenu = true;
hud_elem.immunetodemogamehudsettings = true;
self.capture_hud = hud_elem;
}
}

in alternative changing only "SetWayPoint", the shader is fully loaded as waypoint but there isn't the direction arrow


Code Snippet
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hud_elem SetWayPoint( true);
here there is APE settings


is there someone who knows the solution?

I would use circle (radial) progress bar (for example the one used in gobblegums and specialist weapons ) instead line bar style which was also in cod waw. is there any way to replicate it without using menu files or lua but only gsc/csc?(i know we don't have the lua editor)

7 years ago
i "fixed" it using SetAnim on client side
7 years ago
I did not understand exactly how blend time and lerp time work in "Animscripted" function ...
From what I understand of blend time, it  "links" the animation for n time to a model and after n time clear others multiple anims but how do I make sure that the animation is active until a "StopAnimscripted"?

In my case, i want to play multiple anims on a model as origins pap does ( when each generators power up, add an anim on pap model); i've the following testing code:
Code Snippet
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// using etc...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");
#using_animtree( "zm_origins_pap" );

// init and other stuffs

function test_pap()
{
n_rate = 1;
// n_blend = .2;
n_blend = 10; // this allow multiple anims for 10 seconds -> after clear all other anims except frst

n_lerp = 0;
n_start_time = 0;
str_notify = undefined;
model = GetEnt("zm_origins_pap", "script_noteworthy");
// model UseAnimTree( "zm_origins_pap" );
model UseAnimTree( #animtree );

for( i = 1; i <= 7; i++ )
{
GetPlayers()[0] waittill("weapon_fired");
str_notify = "pap_part" + i + "_start";

switch( i )
{
case 1:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}

}
test_pap();
}
in this test code instead using generators, play an animation on pap model when player fired
as you can see i tried using SetAnim instead Animscripted, but i don't know why, in bo3 doesn't works  :-\
i asked help about Setanim here  but no one replied me  :-(

and here there is a video which shows what anims do but i want anims add on it without clear it after n seconds
and reset only if is called a StopAnimscripted, a ClearAnim or an Animscripted which play the same animation

could someone help me please!
7 years ago
thank you, i'm trying to adjust bind using paint bind tool but it's diffucult for me  :(
However I tried changing bind settings and the best result has been using Skinning method "Weight Blended" and "geodesic Voxel", but last one leaves some hole in random parts of meshes  :-\
7 years ago
https://ugx-mods.com/forum/index.php/topic,5060.msg56524.html#msg56524
scroll down a bit till rdvlpr's post, there a short explanation

thank you very much!
i centered feet and fingers joins because weren't centered using bo3 rig but seems like some parts are binded to a joint which  should not be affected at these for example shoulders joints are binded with its mesh but if i roteate it in maya, a bit too much of torso mesh is roteated and the mesh is stretched  :-\
is it possibile "to disable " these mesh on a joint or reduce the bind on that?
7 years ago
Maybe try using the Origins-esque models from revelations
i think the same but revelation map has only 1 zombie in origins style but other zombie modes are very different...

Double Post Merge: December 21, 2016, 08:44:40 pm
I searched and asked to someone and it seems that the solution is to rerig the model rig but i have no idea how to do it  :(
At this point it's more painful rerig bo2 origins zombie models or create a new anim table and ports ( and fix ) all animations from bo2 and use them :/ ?
7 years ago
as the title of this post say: I ported bo2 origins german zombie models but in game and in ape thier anims are a little glitched...
the basic movements works but for example feet and hands are rotated o weird: I do not know how to explain it but in the following video you can see my problem
:(
We're sorry.
The embdedded media couldn't be retrieved.
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I need to use origins models, how i can fix them?
please help!
7 years ago
  :-\ thanks for the reply
I hope treyarch will change that...
7 years ago
I added a phd perk bottle in bo3 using the bo3 view and world models to use in game as perk weapon i created a grenade weapon, i set the drink animation of bo3 ( i didn't export it but i set only the animation name ), time stats of waw perk bottle weapons but in game drink anim is a little moved forward as i think as  it needs to change fov but in APE i didn't found any option.
How i can fix that?
here there is a test video which shows my problem:


p.s yes i'm porting also wunderfizz in bo3 ;)
7 years ago
I edited _zm_perks.gsc script but game uses the default script.
for example I put a "IprintLnBold("drink")" in the function where script give the player a perk bottle, but it doesn't show .
all others edits in this file don't show in game as the previous example.
How i can edit a script provided with mod tool and so it runs?
7 years ago
you need the knowledge about gsc script that is similar to c++and some imagination to script it.
i did the script in waw but is so old  and need some optimization to implement it in bo3 and now i'm going to do other things differents of banana colada
7 years ago
ok thanks about this update  ;)
7 years ago
When there were only cod waw and bo1 mod tools; I knew it was illegal upload activision coyrighted raw assets.
Then we used .ff to bypass this restriction.
Now i see that some people shared with community some assets in Xmodel_bin, aren't these raw assets?
What has been changed with bo3 mod tool?
7 years ago
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