Me and harry are working together. We plan to package our weapons together. I just need to finish them in time for himNot sure, but the Scope on the XPR-50 looks a little odd. As if it's a little too close to the person
Not sure, but the Scope on the XPR-50 looks a little odd. As if it's a little too close to the person
Yes.thought so
(http://vignette3.wikia.nocookie.net/callofduty/images/3/3a/XPR-50_BOII.png)
I am sure you have run into this issue before. Apparently tag_sights_on is related to random stuff on the weapon? Buggy WaW man a swear haha
What I ended up doing was moving the sights behind the player in Maya in the same way that the an94 has the extra clip behind the player. It's sloppy but nobody knows but you in the end . I see you're so close to being done as well. Are you gonna wait up for me?im not rushing bro lol, theres gonna be more than one version of mine, as im sure people will report issues
Correct me if Im wrong but didnt the SMileR have an ACOG Scope instead
No it had a Hybrid Optic sight, but I doubt anyone is going to use up an extra weapon file and put the effort in to make an alt weapon just for that on the SMR (which no-one in their right mind would PAP anyway) :please:Odd thing is... a lot of Youtubers actually used that thing. When BO2 had its run of videos, I would see the SMR used pretty commonly. I guess it's good for point building, but I'll take my smexy FAL or M14 over that POS any day.
Interesting. I always hated that weapon haha
Update: Some of the chalks look weird because of the angle. They are not perfect but good enough.
(http://i.imgur.com/70NEPBf.jpg)
No it had a Hybrid Optic sight, but I doubt anyone is going to use up an extra weapon file and put the effort in to make an alt weapon just for that on the SMR (which no-one in their right mind would PAP anyway) :please:
Anyone test these out? :alone: I thought for sure there would be at least one bug by the end of my shift
Every single thing you said was spot on. Excellent report! Idk how I messed up the fire rates as I was sure I had them right. Must have messed them up while scrolling through the gdt (I hate how Asset Manage does that).
As for the executioner not kicking. I had the anim set to bolt action which didnt allow a kick. Didnt know that was a thing but its fixed.
This however I dont fully understand. I watched the reload and it looks fine on my end. Maybe it got screwed up in the .ff? Could you elaborate more. It is possible that my eyes are not as good as yours.
V0.2 is available now with every issue addressed aside from the blundergat. Please test it out :)
I'll have an image from my game added later on. I don't know when though as I'm going on a small vacation for the next few days. I'll try the new version out asap! Thanks dude :)sounds like a bind file problem, happens sometimes, just do that model again and it should be fine ;)
So what the blundergat does more or less is when it reloaded, the brush kinda just stretched like it was attached to the gun. Might just be an error with my game or the download. Like you said.
Correct me if i'm wrong. But the community mapper badge should be given to the person who know radiant and released a non UGX/UGX mod map. Not just fixing holes or porting guns eh?
http://ugx-mods.com/forum/index.php/topic,9716.0.html (http://ugx-mods.com/forum/index.php/topic,9716.0.html):lol: PM!
Correct me if i'm wrong. But the community mapper badge should be given to the person who know radiant and released a non UGX/UGX mod map. Not just fixing holes or porting guns eh?"just" lol
"just" lol
Cool :) What tools do you need to port a gun between the games? Thinking about porting WaW/Bo1/BO2 weapons into BO3 when the BO3 tools will be released.