UGX-Mods

Call of Duty 5: World at War => Tutorial Desk => Modding => Topic started by: Rollonmath42 on August 13, 2015, 02:14:52 pm

Title: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: Rollonmath42 on August 13, 2015, 02:14:52 pm
This tutorial is not meant for beginners. You should have an understanding of the process of porting weapons and how to setup your map's/mod's scripts. This is the first part (in a sense) on how to port dual wields into WaW using animations exported from Treyarch's games (BO1 and BO2 as of now). The next part (when I get to it) will involve Infinity Ward's as they do things slightly differently that makes the process a bit more difficult/longer.

How to Port Dual Wields into WaW (Sync - Treyarch) (http://www.youtube.com/watch?v=Y48k-QGfhrQ#)

Sync Dual Wield Muzzleflash/Shelleject Scripts (created by Offthewall, be sure to credit him :D):
https://www.mediafire.com/?3nmceh1nnsl213j (https://www.mediafire.com/?3nmceh1nnsl213j)
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: Scobalula on August 13, 2015, 07:45:18 pm
Working perfect, you're amazing, nuff said. :D

(http://i.imgur.com/rZbzmLw.jpg)
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: DeletedUser on August 13, 2015, 07:54:56 pm
Really good tutorial rollon,  But did offthewall give you permission to upload his script? Oh and jzob and a few others knew how to do this a long time ago so I just got them from those people or I would used this really helpful tut :)
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: Rollonmath42 on August 13, 2015, 07:57:26 pm
But did offthewall give you permission to upload his script?

Yes. I asked him about releasing the script two days ago and he's fine with it as long as he is credited for it.
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: offthewall2112 on August 14, 2015, 12:57:36 am
Sync Dual Wield Muzzleflash/Shelleject Scripts (created by Offthewall, be sure to credit him :D): https://www.mediafire.com/?3nmceh1nnsl213j (https://www.mediafire.com/?3nmceh1nnsl213j)
Thanks. It's easy to add new guns to the script, happy porting everybody.
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: DidUknowiPwn on August 14, 2015, 01:00:22 am
Thanks. It's easy to add new guns to the script, happy porting everybody.
Still wondering why no one has flipped the bullet fx play position to get the weapons shells to eject properly.

E: weapon_fired notify should work in CSC too :| or you can just send a CSC-notify from GSC too.
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: offthewall2112 on August 14, 2015, 01:20:59 am
E: weapon_fired notify should work in CSC too :| or you can just send a CSC-notify from GSC too.
Hey, I tried that notify and it didn't seem to work. A client notify from gsc works too but the currentammo check in csc was much faster.
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: DidUknowiPwn on August 14, 2015, 05:12:30 am
Hey, I tried that notify and it didn't seem to work. A client notify from gsc works too but the currentammo check in csc was much faster.
Looked into and GetLocalPlayers()[0] (which is the player) isn't considered an entity for some reason. So naturally self/player waittill("weapon_fired"); won't work.
Haven't found a solid method of getting a local player since method: GetLocalPlayer() doesn't exist.

E: Could make the same system I did for dw_weapon_fired and make a notify + add_listen_thread for CSC to do it but that makes it delayed by about 5 frames.
Title: Re: Porting Dual Wields into World at War (Sync - Treyarch)
Post by: offthewall2112 on August 14, 2015, 02:07:56 pm
Looked into and GetLocalPlayers()[0] (which is the player) isn't considered an entity for some reason. So naturally self/player waittill("weapon_fired"); won't work.
Haven't found a solid method of getting a local player since method: GetLocalPlayer() doesn't exist.

E: Could make the same system I did for dw_weapon_fired and make a notify + add_listen_thread for CSC to do it but that makes it delayed by about 5 frames.
It's good to hear your thoughts on this, I've just been using the GetLocalPlayers() function for localclientnum checks and variables. I've tried to get entities in CSC from GSC and I'm pretty sure it will never work, it seems you can only get an entity in CSC if it's spawned there. A lot can be done with viewmodels in CSC without depending on GSC at all though, maybe just one notify at the start of the game...the notetrack waittill is amazing.