if im not mistaken, wasnt ugx trying to add in their own dual wielding system in ugx mods v1.1?
This dual wielding was NOT made by TMG, it was made by Sanya. Didn't you noticed that Sanya's guns are found on cfgfactory and openwarfaremod?
Unlisted video from May 30th 2013:
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And an alternate idle anim:
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Reloading, firing and everything else works, but its both guns at once.
That's all I'm going to show until we either give up on independent firing for UGX Mod or figure out a way to do it.
Unlisted video from May 30th 2013:Whoa.(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FimOkYoD.png&hash=4ff64482625b0062c21e4ff86e81fd24fc99c6cb)
And an alternate idle anim:(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8GcCRqd.png&hash=0d8639f8ea8eb53f8959ef8942240ecdf732ea8c)
Reloading, firing and everything else works, but its both guns at once.
That's all I'm going to show until we either give up on independent firing for UGX Mod or figure out a way to do it.
Just letting you guys know every example above is not true duel wield. Both weapons fire at once.
Just letting you guys know every example above is not true duel wield. Both weapons fire at once. Within animations I can do pretty much whatever I want, I could add a third weapon if I saw fit. The part of duel wielding that is not supported in world at war is the part where the ads button is used as a secondary fire. This wasn't included until the next game. so in response to people who said things like "We have the first duel wielded weapons in WAW! :D" .... No, no you don't. (If it already wasn't obvious enough)So is it impossible to have individually firing dual wield weapons? Because either way it would be awesome to have the Mustang and Sally. (Sorry for mentioning it again!)
could only see the right hand one fire.His animations animate both. The FX on the other hand for weapons is managed by the engine. Issue here is that it will only add it to one joint(tag_flash). Since you can't have two of the same joint the second weapons muzzle tag was likely called something like (tag_flash1). The engine would not add FX to this, you would need to add it via client script which is actually how all UGX weapons now operate.
So is it impossible to have individually firing dual wield weapons?Exactly, this is what we are trying to find a way around, so we have both working individually.
So is it impossible to have individually firing dual wield weapons? Because either way it would be awesome to have the Mustang and Sally. (Sorry for mentioning it again!)its not impossible, just itll take a whole lot of scripting to add the functionality
its not impossible, just itll take a whole lot of scripting to add the functionalityIt's questionable whether its possible or not. Getting a working version that works in a fast enough time for smooth gameplay is a challenge and honestly isn't as simple as a whole lot of scripting.
It's questionable whether its possible or not. Getting a working version that works in a fast enough time for smooth gameplay is a challenge and honestly isn't as simple as a whole lot of scripting.Well, I know that you guys will try the hardest you can until there really is no way. But I would like this question answered (I believe I asked this question before, but I didn't get the reply I was looking for), if you are successful in delivering individual weapon firing dual wield or not, can you port in the Mustang and Sally? I understand that the anims will be a challenge since the only way that you can have Treyarch anims for the M&S is by porting thee anims from BO or BO2 (which isn't available openly yet) or maybe you can edit the current WaW M1911 model to a dual wield version and fit the BO anim to it. I have very little knowledge on this type of topic, but I believe that if you have the know-how, it's possible.
Well, I know that you guys will try the hardest you can until there really is no way. But I would like this question answered (I believe I asked this question before, but I didn't get the reply I was looking for), if you are successful in delivering individual weapon firing dual wield or not, can you port in the Mustang and Sally? I understand that the anims will be a challenge since the only way that you can have Treyarch anims for the M&S is by porting thee anims from BO or BO2 (which isn't available openly yet) or maybe you can edit the current WaW M1911 model to a dual wield version and fit the BO anim to it. I have very little knowledge on this type of topic, but I believe that if you have the know-how, it's possible.Even if the anims are available to port, it wouldn't help us because they would be configured for their own dual wielding system, not whatever workaround we use.
Even if the anims are available to port, it wouldn't help us because they would be configured for their own dual wielding system, not whatever workaround we use.Alright, that's good to know. And I have a suggestion for the dual wield Colts. How about this, when you upgrade them, the ammo becomes explosive ;) I'm sorry if I'm annoying you. They were a true fan-favorite in BO with PhD Flopper and the reload anim was awesome :)
If we port the Mustang and Sally then you'll be the first to know. We are going to focus on doing our own dual wields like the one you see above that uses the CoD4 M1911's.
So is it impossible to have individually firing dual wield weapons? Because either way it would be awesome to have the Mustang and Sally. (Sorry for mentioning it again!)Planned in my mod. Watched some tutorials on animating with maya so it might be possible ;)
Planned in my mod. Watched some tutorials on animating with maya so it might be possible ;)As Saje said earlier, animating isn't the problem that needs to be overcome here. You could have as many weapons in a viewmodel as you want and have them all spinning in random directions and doing weird stuff - that's totally supported if someone wanted to do it. The part that isn't supported is separately firing two weapons in the same viewmodel using different keys or buttons.
As Saje said earlier, animating isn't the problem that needs to be overcome here. You could have as many weapons in a viewmodel as you want and have them all spinning in random directions and doing weird stuff - that's totally supported if someone wanted to do it. The part that isn't supported is separately firing two weapons in the same viewmodel using different keys or buttons.I know. I was talking about dual wielded one-button firing mustang and sally.
I know. I was talking about dual wielded one-button firing mustang and sally.Ah, ok
This dual wielding was NOT made by TMG, it was made by Sanya. Didn't you noticed that Sanya's guns are found on cfgfactory and openwarfaremod?but sanya is in tmg tho ye
does this use m16 rig?No.
He does the anims for OpenWarfareMod - he just gives TMG permission to use some of them.
Post Merge: October 03, 2013, 10:45:05 pm
but sanya is in tmg tho ye
No.hes good friends with nukem tho didnt jew see de name
He does the anims for OpenWarfareMod - he just gives TMG permission to use some of them.
hes good friends with nukem tho didnt jew see de nameWhat?
sanya is in tmg he joined the teamThis doesn't change what I said, lol. Look at his YouTube channel, he's been making anims for OpenWarfareMod for quite some time.
btw wil lthe blundergat have the m16 rig be used for itNo.
OpenWarfareMod is opensource.Uh, yeah... hence the word "open" in "OpenWarfareMod" :D
tom-bmx made independent firing already some time ago.Proof?
Proof?I said what nukem told me to say.
I said what nukem told me to say.which is why I asked for proof.
which is why I asked for proof.I have none
judging on the new wepons video this still is a problem for you guysWe are perfectly able to replicate what's been popping up lately, we could have done that a long time ago.
No.
The only working dual wield is made by Pieman (for now)
No, UGX have a WORKING independent firing system, it is just not perfected enough to warrant release.