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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
That's a recursive loop you never call the anim function
Also "threadd" what?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Here, to be nice, I thought up some small little things you might wanna try:
#1: Put all animations into the same animtree.
#2: Use SetAnim instead of AnimScripted.
#3: Only call UseAnimTree once.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Dukip is correct, you are recursively calling setup instead of calling animtesting
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Finally had some luck with this issue, just doing some more testing with prorevenge
If it works out I'll come update here, seemed to be caused by a combination or errors if I'm right - at least one of which was a gsc mismatch
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I think I said this before but if I didn't:
I was modding dead ship one time my friends and I were playing, testing out a script. They didn't have the script, but it still worked, but during dog rounds the dogs skated and didn't delete, lol. So I removed that script and just added the code to an existing gsc, and it worked fine. So having a gsc that another doesn't have messes stuff up for sure.
Just curious, do you have everything working with developer_script 1 running? And did you add iprints to all your while loops and for loops where fx and animations are involved to see if something is being spammed or not running in your logfile?
Hey man, it's prob not the solution but i guess at this point you're willing to try everything. Have you tried setting it up with the level.scr_anim array?
Precache all anims like this:
Then you give all ents an .animname that matches above ( "mdl_animated" in this case ), and assign an animtree ofc like normal.
Then you could try some functions from the _anim.gsc like anim_single or anim_loop etc..
Like i said, it's prob not the solution but worth a try maybe ( if you havent allready )
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
hopefully this helps people in the future, i sat here for like 15 hours with a portable hard drive,, a PC and a laptop ( and onne seriously annoyed wife by 5 am lol )
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Yeah been there. Lol. External hard drive? For transferring map files? I made a home group and just copy the files over the network. Works decent if you can do that. I do a lot of coop testing that way, constantly.