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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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 |
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 which have been added to the UGX Map Manager. | |
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 |
try ai_zombie_jump_down_127 and scale it
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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 |
The height isnt the problem. The animations are from campaign and therefore the zombies have a gun in their hands at the end of the animation. You need to import the anim into maya and cut out the last bit of the animation and then reimport the animation into WaW. There should be a tut somewhere on it. I think RDV made it. Let me try to find it
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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Stevie once told me how to do it, but I cant remember off the top of my head. I tried to find a tut and had little luck. I could search harder but I should be focusing more on finals than I am already lol. If you havent fixed the problem by Tuesday, I will be done with school and hopefully could learn how to fix it by then for you.
Or if someone else knows how to do it and could link me directions or do it for you that'd be great too.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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I highly recommend you get the anims proper. The damn map reviewers will have a field day over something like that but will overlook your scripts lol
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 |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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 |
Well, you can try using animation that is used for zombie_jump_down_72.map in map_source/_prefabs and see, if that causes any issues. No gun in hand, since you know, its traverse made for zombies, lol
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
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I'll give it a try, see what it looks like. Thanks.
Double Post Merge: May 01, 2016, 09:19:03 pm
Tired that, didn't look right. Kept landing in air and then dropping down. I tried editing the prefab to be taller, but they still ran the same anim. The jump down one I use, has a gun, but they always wait till they hit the ground to crouch, or at least it looks more normal anyway
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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Try ai_zombie_jump_down_120 then
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite |
Well the prob is that most are 150, some are 500, some are 230. To do it right I prob should have one for each, but that one that I'm using kind of works for all, just with the gun unfortunately.
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You would need to have an anim for each one. Tbh, I'm surprised Treyarch didn't make looping fall anims and jump in/jump out. It would be easier to manipulate if it were that way.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
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you can just get bo2 falling with lemon as it exports direct xanims. Make a new prefab with the anims and stuff. And call it in mod.csv.