Create a duplicate of the slide animation but move the joint to the same position to the position when it's empty.
I did that with all the other animations but they had a spot in APE to put the empty animations. The slide animations only has these options: Slide In Slide In Air Slide Loop Slide Out
The sprint animations has these options: Sprint In Sprint Loop Sprint Out Sprint In Empty Sprint Loop Empty Sprint Out Empty
I could make the slide empty animations, but how would I apply them to the gun and still have the normal slide animations?
I pretty much have every thing completed for the M1911 but I am having trouble figuring out how to fix the sliding animation. Most of the animations have a empty version, but the slide animation doesn't. Since there is no slide empty animation, when I slide with the empty M1911 the slide on the top of the gun moves forward and the moves back after the animation ends. I have linked a video of what is happening.
Is there a way to fix this? Any help would be appreciated, this is the last thing I have to fix. It does the same thing for the dual wield animations.
I got it to work finally. I changed the order variable to use the player's name because that works better if you play a game with someone else. The name_split parts are to get it to work with a guest account because the space in the name messes with the dvar. I have one more question, do dvars usually save their values after the game is closed completely?
also i believe GetDvar is global, so shouldnt be used "on" a player
I think this is the problem I was having because this code works:
Now I just have to figure out how to get it to work with individual players.
Also, are dvars supposed to save when you completely close the game? Does this only happen in the mod tools or in the regular game too? Right now it only saves when you leave the map and start the map again without closing the game.
Description: The Community Bank allows you to share your points with your friends in a large money pool. When you add money to the bank everyone can access it. Points do not carry on to the next game. You can use whatever object you would like for the bank.
Installation Instructions: Part 1: Code A. Paste the following code at the bottom of your <mapname>.gsc file which can be found in "Call of Duty Black Ops III\usermaps\<mapname>\scripts\zm":
B. Paste the following code at the top of your main() function in your <mapname>.gsc:
C. Paste the following code at the top of your <mapname>.gsc:
Part 2: Radiant A. Open your map in radiant B. Open the Entity Browser by pressing B C. Search for trigger_use D. Drag it into your map and place it where you want to deposit money E. Open the Entity Info by pressing N and select the trigger F. Change the "cursorhint" value to "HINT_NOICON" G. Change the "targetname" value to "deposit_trig" H. Deselect the trigger and drag a new in from the Entity Browser I. Place it where you want to withdraw money J. Once again change the "cursorhint" value to "HINT_NOICON" K. Change the "targetname" value to "withdraw_trig" L. Compile and run your map before moving onto Part 3
Part 3: Sounds(optional) A. Go into your <mapname>.gsc B. Uncomment(delete "//") the 5 lines that say: //player PlayLocalSound("purchase_accept"); //player PlayLocalSound("purchase_deny"); C. Go into your useraliases.csv which can be found in "Call of Duty Black Ops III\share\raw\sound\aliases" D. Open useraliases.csv with a text editor(ie. notepad) E. Paste the following at the bottom(if you already have this then skip this step):
I was wondering if there is a way to add more than just the pack-a-punch camos from one map?
Right now if I want to add the Revelations camos(id 121-125) I just put this in my main function.
But if I want to add the Der Eisendrache camos(id 75-80) and the Revelations camos(id 121-125) what do I do? I can't just put in 75 for the index and 50 for the number of variants because I would get all the camos in between.
I would guess you have to change something in the get_pack_a_punch_camo_index function in _zm_weapons.gsc