

Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!The animation doesn't work. But I'm 90% sure it's because of a mistake of mine in Maya or on importing to WaW.
I imported the model, the xanims, created an animtree, added the xanims and the xmodels to the mod.csv...
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
created an animtree
what is the script that was used to play the anim?
startDoorsAnim() {
open = getEnt( "open_door","targetname" );
close = getEnt( "close_door","targetname" );
door = getEnt( open.target,"targetname" );
open setCursorHint( "HINT_NOICON" );
close setCursorHint( "HINT_NOICON" );
open setHintString( "Press &&1 to open" );
close setHintString( "Press &&1 to close" );
door waitDoor(open,close);
}
#using_animtree( "cube_doors" );//replace nameofanimtree with the atr you have the anims in
waitDoor(open,close){
//for your doors, maybe set up trigger as target of model to animate
//trig = getent(self.target,"targetname");//if one trig controls multiple doors, then getentarray and put the rest in another function and array thread it
while(1){
//open waittill("trigger",player);
//other door stuff here maybe checking for cost
wait(2);
iPrintLnBold(isDefined(self),isDefined(#animtree),isDefined(%cube_doors_open),isDefined(%cube_doors_close));
self UseAnimTree(#animtree);
self SetAnim(%cube_doors_open);//this method replace openanimname with your animname that opens the door
wait( getanimlength( %cube_doors_open ) );
//if you are doing those doors, you would set the model of the open door here that you will play the close door on
self setModel("cube_doors_opened");//change opendoor to open door model to play close anim on
self clearanim( %cube_doors_open, 0 );//stops anim
//close waittill("trigger",player);
//while(player istouching(trig) || trig OtherPlayersTouching()) wait(.1); //make a function to make sure no other players are touching it either called OtherPlayersTouching or whatever
self SetAnim(%cube_doors_close);//this method replace closeanimname with your animname that closes the door
wait( getanimlength( %cube_doors_close ) );
self setModel("cube_doors");//change back to model that you use for a closed door
self clearanim( %cube_doors_close, 0 );//stops anim
}
}
Why did you create new animtree? Use old one, like multiplayer or generic_human (not sure, if they are animtype specific, but yeah) That way you know that you are using one, that works atleast
Why did you create new animtree? Use old one, like multiplayer or generic_human (not sure, if they are animtype specific, but yeah) That way you know that you are using one, that works atleast
Script provided by MakeCents:
For %cube_doors_open (close is similar):
(Image removed from quote.)
Deselect Use Bones, it's used only on viewmodels.
in asset manager, is your model type set to "animated"?
maybe it has to do with maya i think, i don't know about the script. did you port the model by selecting hierarchy the model and joints then export it? and for anims, did you select hierarchy only the joints then export?
I hadn't selected hierarchy before because I didn't find it lol.
Now it has changed something. The model appears rotated 45º and does something weird but not what I want.