Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Aven

Thanks man, will try this, I've tweaked those divetonuke machines already but i guess my struct was setup wrong
1322 days ago
oops sorry bout that i fixed it and i dont know how to delete my post sooooo. Anyways I don't know how to get the script to go with my phd model, I have the script_struct and the model its using with the target name as zm_perk_machine and everything else fine. But when I go in game the model resets to speed cola even though i changed the gsh file to match the correct model, and finally when I try to buy the perk it says power must be turned on even when power is on, I can buy other perks but not that. thanks
1333 days ago
I keep getting this error once I have everything set up, I tried tinkering with it but i couldn't find why it wasn't initialized but its probably pretty obvious and I am bad at it

^1ERR(6E) scripts/zm/pro_custom/_zm_perk_divetonuke.gsc (49,1)  : Compiler Internal Error :  Uninitialized local variable 'perk_phdflopper'
1334 days ago
Bind your weapon, you probably did that as normal, open up the infinite warfare conversion rig to t7, drag and drop your gun into it, then under your weapons joints it should say j_gun with probably a huge name before it. if so thats fine, then go into                        t7:joints->tag_view->tag_ads->tag_torso->tag_weapon_right and then go back to your j_gun under your guns joints and click on j_gun and the middle mouse click and hold on j_gun and keep holding middle mouse while you drag it up to tag_weapon_right and let go. Then dont select anything so click somewhere else on the outliner where its grey and in your downloaded iw7 to t7 conversion rig folder where you got your conversion rig for your hands open up scripts and drag in the iw7 script or the thing that doesnt say t7, save the scene where you want name it something like (weapon)_rig and then drag and drop your animation in if its a .mel animation and then drag in the t7 script in your iw7 to t7 conversion rig folder that shouldve helped...
1369 days ago
ok im not new to porting weapons but ive been getting this more and more, example being my blundergat i reripped it a million times kept binding it and seeing what i do different and it'd have no effect to the issue which is the joints bound with the mesh arent moving at all nor the mesh moving but the arms are obviously moving, so if i import a .seanim or a .mel anim for lets say reload the 2 bullets dont move nor does the gun seperate, or lets say my f-spar torch from infinite warfare, the gun moves around entirely together but when the hands go to pull the mesh and the joint/magazine off of the gun it will stay the same any assistance would be great thanks
1370 days ago

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch
Loading ...