But I have heard of some other people having issues where only the host was seeing animations, I think for dogs so maybe it is unrelated...? Double Post Merge: January 20, 2016, 02:36:29 amWell, I use setanim and animscripted, and in one case of setanim it works, and in another case it doesn't, and the same for animscripted's.
Neither of the ones not working are in a while loop, while the ones that are working are in a while loop. I don't have a clue why that would matter.
So I put them in while loops and it worked. WTF? I've tried multiple ways to figure out what is going on, including ridiculous for loops, but I can't get anything to work except for things in a while loop... Which will work for me, but prob not for you. So I tried a few more things... This may work for you?
...I don't know if you're using it or it was just a test, but won't it loop twice every time? I mean, it clears the anim and restarts the loop, so it'll call deactivate() again (and it'll be waiting until next time the anim is played) and probably it'll reach "self AnimScripted("done",self.origin,self.angles,%robot_1_idle);" again before killing the thread. Wouldn't it be easier and better to just?:
Yeah, that didn't work, except I used a break. I'm clueless why atm. If your worried about the deactivate running again, then you could put an endon in that function too, which may end it the second time it runs, or work something else out, like just put the deactivate in a while loop itself and only call it once. I don't need all that for my purposes, but whatever works best for your doors.
Last Edit: January 20, 2016, 02:32:41 pm by MakeCents
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
this is exactly the same problem that ProRevenge had with both the treyarch dogs and just about anything i animated that wasnt a gun
and no - we never did fix it, and no - no onne on the forums worked it out either
eventually he just dropped the features
I tried literally everything, compiling the animtree into different FFs, adding the anim tree to a FF on my side then adding that to his mod, changing which script functions i used to animate EVERYTHING. Nothing worked
If you look closely it does look like it tries to animate. At least my mystery box did. The flaps moved "very" slightly
Last Edit: January 22, 2016, 08:35:34 am by Harry Bo21
Just checked another door anim script I have for someone else and the door opens just fine for both players in coop. Here is my script and it doesn't have a while loop in it...
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OpenBunkerDoor(){ door = getent("bunkerdoor", "targetname"); door thread Play_Anim(); }
#using_animtree( "bunkerthing" ); Play_Anim(){ self ConnectPaths(); clip = getent(self.target,"targetname"); clip ConnectPaths(); clip delete(); iPrintLnBold("Door Unlocked!");//comment this line out to remove print line self UseAnimTree(#animtree); self SetAnim(%bunker_open_once); wait(4.2); self setmodel("bunker_fuse");//change to your model // self clearanim( %bunker_open_once, 0 ); }
This is a really small test map, so I don't know if that means anything, where the other tests were done in ORBiT.
Just checked another door anim script I have for someone else and the door opens just fine for both players in coop. Here is my script and it doesn't have a while loop in it...
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OpenBunkerDoor(){ door = getent("bunkerdoor", "targetname"); door thread Play_Anim(); }
#using_animtree( "bunkerthing" ); Play_Anim(){ self ConnectPaths(); clip = getent(self.target,"targetname"); clip ConnectPaths(); clip delete(); iPrintLnBold("Door Unlocked!");//comment this line out to remove print line self UseAnimTree(#animtree); self SetAnim(%bunker_open_once); wait(4.2); self setmodel("bunker_fuse");//change to your model // self clearanim( %bunker_open_once, 0 ); }
This is a really small test map, so I don't know if that means anything, where the other tests were done in ORBiT.
its usually the mod tools being used hat is the problem. Based on the issues smasher and prorevenge had. All my anim stuff worked on my map, just not ones compiled by them
Last Edit: January 23, 2016, 03:32:24 am by Harry Bo21
its usually the mod tools being used hat is the problem. Based on the issues smasher and prorevenge had. All my anim stuff worked on my map, just not ones compiled by them
Well, I use setanim and animscripted, and in one case of setanim it works, and in another case it doesn't, and the same for animscripted's.
Neither of the ones not working are in a while loop, while the ones that are working are in a while loop. I don't have a clue why that would matter.
So I put them in while loops and it worked. WTF? I've tried multiple ways to figure out what is going on, including ridiculous for loops, but I can't get anything to work except for things in a while loop... Which will work for me, but prob not for you. So I tried a few more things... This may work for you?
Did you ever get this working? I can try some things if you want to share the script...
Don't have time to test the map for the moment. I want to test a bunch more things as well and this'll take me some time. If I find time one night next week I'll look for someone to test it with.
I'll let you know if it works or not as soon as I can.
Haven't tested it yet. You're going to think I'm stupid. But I'm now on holiday and I'll try to find someone to test the map with. I promise you that as soon as I test it, I'll let you know if it worked or not.
If you just do waittill like that and the animation has notetracks, it will notify "door" or whatever else you put in during the notetrack, not the animation's end. And then 'end' will be the notetrack. Also, ClearAnim does not work with AnimScripted. You should use StopAnimScripted, or just let the animation stop itself really.
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self SetAnim(%bunker_open_once); wait(4.2);
You can use waittill match for SetAnim too, like AnimScrtiped. It is better than waiting the animation's time. Just do this
Just a couple tips I thought you all should know because I have seen these mistakes repeated before.
As for solving the issue in the OP, I don't know man. My dogs on my Der Riese mod no longer animate either, and the only thing's I have added that are animated is dive to prone and origins Pack-A-Punch. Here is something I pulled off of black ops 2's wunderfizz script. Call
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self ClearAnim( %root, 0 );
before you play any animation and always use SetAnim. Just a thought. And the dogs thing has never been fixed? Man this is a perfect opportunity for usage of SetAnim in CSC, but stupid WaW doesn't have it...
Last Edit: March 19, 2016, 04:09:20 pm by alaurenc9
Haven't tested it yet. You're going to think I'm stupid. But I'm now on holiday and I'll try to find someone to test the map with. I promise you that as soon as I test it, I'll let you know if it worked or not.
got to the bottom of it btw, refer to this if your still having difficulties
And I'll take a look at this. Hope it can help me.
Also (if I guess how to) I'll try to compile the animtree somewhere else or something, because MakeCents told me I had to compile patch, but I can't because I have it already used. Don't understand these things, though.