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Contact Support - Help Center Get help on the UGX Discord. Join it now!I have done this I mean, let me show you in a screenshot:
(Image removed from quote.)
I think I did this part correct, I mean, the counter does show up in game, it just doesn't count zombies, it just says 0 all the time.
I do not want to do this in playeranim.script, I want to do this in real GSC script.
i do not beleave yo can do this, just like viewmadols i assume that one model can't have more than one aim playing on it
I have rebuilt the mod, several times even.
But it didn't make a difference, sadly.
yes i know how playeranim.script works. ive got to call it as a rawfile and add all animaitons i put in it to the proper place in multiplayer.atr but can i use these in loops using waittill( "done" ); like mak.gsc has? and can i recall it with a different event and make it override the current event anim? and can i play torso only anims and have the original event anim still playing on the legs?
player playeranimscriptevent( "mak_bomb_stand" );
event mak_bomb_stand
{
both p_bomb_stand_loop
}
player playeranimscriptevent( EVENTNAME );
Cool share man.You may, or may not, up to you, want to add to compile the maps patch when changing or adding animtrees. At least I have to. I do things similar but use arrays in my main and thread functions for each set of models, with #using_animtree( "ANIMTREE" ); before the function for each... I've always put the animtree at the end, by chance, but had no clue that it mattered, lol, that is good to know.
//Define the animtree you are using.
#using_animtree( "ANIMTREE" );
//
// Note: If you are publishing your map, you should set them all to false.
//
//Errors are shown by default, change it to false to suppress them.
level.show_anim_errors = true;
//Warnings are shown by default, change it to false to suppress them.
level.show_anim_warnings = true;
//Information is hidden by default, change it to true to show them.
level.show_anim_info = false;
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_loadout;
//Inludes _easyAnimation.gsc
#include maps\_easyAnimation;
//Your animtree
#using_animtree( "cube" );
//This animtree contains the animation used below: %viewmodel_cube_rotate
main(){
wait(10);
//Get the script model
cube = GetEnt("cube", "targetname");
//Plays a looped Animation on the script model
cube play_anim_looped( %viewmodel_cube_rotate );
wait(5.0);
//The looped animation will be stopped.
cube stop_anim_looped();
wait(10);
//Plays a Animation only once on the script model
cube play_anim_once( %viewmodel_cube_rotate );
}