I need to get weapon name from a weapon object: for example:
I known that in this case i would script a function with a switch(perk) and in all cases set perk weapon name but i need it for others cases without editing any treyarch script. could someone tell me if this exist or how to script it, please?
i'm porting bo2 pap models with its animations, i tried to fix them in maya and exported in 7 different xanim. I scripted a testing gsc to play these anims on pap model, but in game if i use the Animscripted() function, the model play only 1 anims per time and not multiple anims at same times.
then i tried to use SetAnim() function but this doesn't play any anim and i don't know why
here there is the code
Could someone tell me how to resolve my issue, please?
assuming that you have followed a good tutorial and followed steps until drag all your weapon joints in "tag_weapon_right" joint: set x y z coordinates to 0 in your "j_gun" joint; import your weapon anims; rename your "j_gun" joint in "tag_weapon";
i'm currently scripting bo2 origins generators but when i ported fluid's anim (fxanim_zom_tomb_generator_fluid_up/down_anim ) they dont move up and down in maya and in APE but they're glitched... i think this is a wrong join bind but i'm using wrait .mel file... Could someone help me about how to fix them, please?
I recall the Blundergat's model using hide tags, so you can use the reveal as normal.
thanks for your help, then using hide tags the meshes which are binded with a join aren't shown in game, have i understood right? Is there a way to replicate this gold/copper mesh changing material setup in APE?
i'm trying to port blundergat/ acidgat model from bo2... in exported images there is a reveal map (black texture) which "would hide acid ember" and viceversa "would show acid ember" and i'm sure at 80% that treyarch use this to use only 1 model with different textures in combination with "weaponcamo" assets but i can't understand how it works. Could Someone explain me it?
When mistery box is open and randomly weapons are spawned, these don't move up slowly and only when the weapon has been chosen, it appear istantly moved up; this video shows my problem:
How it can be fixed? (i've already downloaded the additional assets and i'm using ugx box)
I think people do this via animation, rather than dvar? If I understand you correctly. The zombies float upward?
yes i would like zombies float upward instead fall on ground after their deaths and i would try without animations first... however i "fixed" it with this:
but i think this dvar will affect other things that aren't zombies, then i tried using this function on every zombies: but zombies don't move
I'm scripting this new bo3 gobblegum in waw: Newtonian Negation it move zombies in air after their death and in game it seems that changing "phys_gravity" var from console it works very well, but changing it via script it doesn't works
how i can replicate this gobblegum effect in other ways?
Go into graph editor for tag_origin. Select the last node in translate x. Shift middle click and drag that last node to double, or alternatively double the value in the stats box