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![]() | 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. |
Making your OWN anims will take a serious amount of learning
Exporting anims from other call of dutys to go with the models can be done with Tom Cowleys tools (think i got his name right?)



![]() | 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. |
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flag_mdl - targetnameanimtreesflag_anims.atrxanim,NAME_OF_THE_ANIM_FILE
rawfile,animtrees/flag_anims.atr
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#using_animtree( "flag_anims" ); // here you put the animtree you made
main()
{
flags = getentarray( "flag_mdl", "targetname" );
array_thread(flags,::play_flag_anims);
}
play_flag_anims()
{
self UseAnimTree(#animtree); // here we tell the model wich animtree to use
while(1)
{
self animscripted( "flag_idle", self.origin, self.angles, %NAME_OF_THE_ANIM_FILE ); // this plays the anim
self waittill( "flag_idle", end ); // wait for the end of the anim
self clearanim( %NAME_OF_THE_ANIM_FILE, 0 ); // clear the anim, so it can play again
}
}
maps\_zombiemode::main();
maps\NAME_OF_THE_GSC_YOU_MADE::main();
