

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!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
I would use the fire instead of reload, so put the twist anim in the fire anim spot of the second weapon file. Then don't give or take the second weapon. Just force the fire anim. No wait needed either. I assume your prints are working the way you think it should? Of course, without doing it myself, there are almost always little things I run into, but it looks decent enough to get some sort of result.
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Can you force an anim on a weapon that you don't have? O.o
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
Yup. It's how I do the dual wield pistols with individual fire. The anim just doesn't finish, but you can sometimes make it good enough.
i remember from the one-in-the-chamber thing i did in xmas-warehouse that when i used the ballista in the one-in-the-chamber challenge, it wouldn't use the rechamber anim.
What i did with that: The clipsize was set to 1, all the other stuff was just a normal bolt-action weapon-file. In that script, as soon as the weapon was fired i added a bullet throught the script again ( if it was a kill but that's not related ). This would work fine if you would keep track of the clip-size in the script and have one bullet in the actual clip of the gun. For the first two shots of the 'fake-clip' add a bullet again so it skips the rechamber, after the third shot you add two bullets so it will rechamber. only thing that would need to be fixed then is the HUD for the clip-count ???
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Alright, well I'll try that
Edit: I can't get it to work that way, however I did have an anim playing through my initial method.
Double Post Merge: June 19, 2015, 11:27:00 pm
Could you elaborate more on that for me?
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
So not even BO1 can handle a proper M1216? Have you tried adding shotsBeforeRechamber/4 to the weaponfile just to test?
I guess I don't quite understand then. When I get the weapon and stuff myself, prob next week, I'll take a look. The way you had it should have worked also, it just creates issues with switching weapons sometimes. Not sure want working when you said you couldn't get it working then. Thought it may have had to do with that.
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Yep. It did not work.
Double Post Merge: June 19, 2015, 11:34:26 pm
Well, when I got it to play, it played the original weaponfile's pullout animation since I gave it to myself and took it away.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
shotsBeforeBurst isn't a valid weaponfile parameter.
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
It is in BO2, so checking if it was in BO seemed to be the obvious first attempt to resolve the issue.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
Not really it's like saying setSlowMotion exists in BO1 so it exists in WaW, generally anything you see that hasn't already been done properly doesn't exist.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite |
i raise you "the missing weapon file change for burst weapons that "does" work when added"
just coz its not used doesnt mean it doesnt exist. Doesnt hurt to check
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
What are you referring to?

![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Alright, well I'll try that
Edit: I can't get it to work that way, however I did have an anim playing through my initial method.
//thread ithaca();//put this up in function threads, you know
ithaca(){
flag_wait("all_players_connected");
players = get_players();
for(i=0;i<players.size;i++){
players[i] thread ithaca_check();
}
}
ithaca_check() {
self.ithaca_fires = 0;
for(;;) {
self waittill("weapon_fired");
if(self GetCurrentWeapon() == "ithaca_zm") {
if(self.ithaca_fires >= 3) {
self IPrintLnBold("Ithaca Shot 4 Times!");
self ForceViewmodelAnimation("ithaca_check_zm", "fire");
self.ithaca_fires = 0;
}
else {
self.ithaca_fires++;
self IPrintLnBold("Ithaca Shot " + self.ithaca_fires + " Times");
}
}
}
}