If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
Ok someone has gotta know "something" about this bug, its infuriating
My wunderfizz, pack a punch and mystery box were animating fine before, since i had my crash and reinstalled the mod tools - they now are not, nor are the dogs - at least they are not for clients
However, my portals and soul chests and AI stuff is all animating just fine
I managed to get the wunderfizz anims to work in another script on both client and host, but then i tried changing my old wunderfizz script to use the new anim tree - then both stop working
any help would be appreciated guys, without then my BO2 mod will surely die as this is the same god damn issue I KEEP running into and it ruins the best features i added...
its also worth noting its not just me this effects, the dog issue happens to loads of people and weve had this issue on maps ive worked on ( oil rig, nacht reimagined, encampment )
You may have to post the code man. I presume the code is fine, but anyway, I had issue the other day where everyone's fx and anims stopped working except for the host. The forth player didn't work, the third player experienced it next with texture issues, and the 2 player started getting it around round 9. I found an fx that was supposed to be oscillating, but it was on solid pretty much, like a looping fx being called over and over again, even though it wasn't, I'm pretty sure cause it wasn't printing again, but who knows. Anyway, I commented out that fx, and everything worked again. Not sure if your issue at all, but something else to think about.
I fix one thing, all good, add in some more, still working fine
a little further down the line - suddenly everything stops animating for client
now im all for retracing my steps - but i end up removing every single thing in my mod before it works normally again, and even then the dogs are still fucked
start adding it back in again all good - suddenly BOOM, no anims again
Its literally driving me up the wall now
Giving it till the end of the day, if this bull doesnt co-operate by then im just fu%$£ng the whole thing off... my best stuff was my animated stuff...
Ive tried everything that has been suggested, including messages i recieved from stuffy and coddmodd - everythime i think im on to something - BOOM. Everything stop again right back to square one...
Last Edit: March 17, 2016, 08:36:35 am by Harry Bo21
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
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?
Last Edit: March 17, 2016, 09:21:46 pm by MakeCents
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?
that sounds similar to what i found here actually,, same was true of if the client didnt have the anim tree
but strangely, my powerups script caused it too, ended up commenting out the script entirely - still happened
so renamed it
zombiemode_powerups_new
client bug went away
few other things i think cause it too, like not doing something stuffy and coddmodd mentioned mentioned for one
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?
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 )
I also think, if you have a missing anim in the anim tree that might also cause it, i had two anims i forgot were commented, took them out as well to fix it "again"
so yea seems to be a massive combination of things
Mismatched files Missing anims Missing anim trees on the clients side Not precaching anims into level.scr_anim[] also i at no point did model.animname = "ANIMTREENAME";, i only did using_animtree( whatever ) and for some reason, the powerups script - even when it was completely empty?
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 )
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 )
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.
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.
should have done that really but was really hoping it wouldn't take that long, was already in the flow by then lol
Still need to check my dogs but yea everything else is working
So big thank you to all you guys, coddmodd and mr stuffy too