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Zombie Enslaver
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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. |
You might be able to forceviewmodelanimation Maybe make another weapon file, just one, and make a reload or fire that is nothing or something like that and force that weapons fire or reload animation on the gun as you switch and see if it cancels the raise out. I've done it before for dual wields but ultimately went with alt weapons per dual wield instead. This is also how I do my random special reload.
http://ugx-mods.com/forum/index.php/topic,8045.0.html
It's good to hear your thoughts on this, I've just been using the GetLocalPlayers() function for localclientnum checks and variables. I've tried to get entities in CSC from GSC and I'm pretty sure it will never work, it seems you can only get an entity in CSC if it's spawned there. A lot can be done with viewmodels in CSC without depending on GSC at all though, maybe just one notify at the start of the game...the notetrack waittill is amazing.
You might be able to forceviewmodelanimation Maybe make another weapon file, just one, and make a reload or fire that is nothing or something like that and force that weapons fire or reload animation on the gun as you switch and see if it cancels the raise out. I've done it before for dual wields but ultimately went with alt weapons per dual wield instead. This is also how I do my random special reload.
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 |
K that did not work. I forced reload and fire on the dive weapon ( my dive weapons have no reload animations and reload animation times are set to 0 ). I forced it in places all over the script around where the SwitchToWeapon is called, and it just didn't work.