Posts
577
Respect
165Add +1
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
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. |
Is there a way I can switch to a weapon without playing the current weapon's putaway animation and then not playing the pullout animation of the weapon being switched too? So basically it just looks like the weapons just change immediately, from one idle animation right to the next?
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. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Simply remove the pullout and putaway animations from the weapon file and then set the raisetime/droptime to 0, same thing with the quick/first/empty if used. Pretty much how I replicated CS:GO style of weapons with the weapons always using first raise and no putaway animation.
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. |
Take weapon, give new weapon, switch to new weapon, switch to other weapon, switch to new weapon.
Code:
Not sure if that will work, but that's the first thing that came to my mind.
Simply remove the pullout and putaway animations from the weapon file and then set the raisetime/droptime to 0, same thing with the quick/first/empty if used. Pretty much how I replicated CS:GO style of weapons with the weapons always using first raise and no putaway animation.
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. |
hmmmm....
No I mean, I want to be able to do this to any weapon at any time. What I am doing is dive to prone, and basically I have other weapon files setup for the dive animations ( Pullout - d2p in, Idle - d2p loop, Putaway - d2p out ). But when I switch back to the old weapon at the end of the dive, it will play the d2p end animation but then play the pullout animation of the weapon I am switching back to, which destroys the purpose of playing the d2p out animation. I want this animation to be skipped. I know it is possible because I am pretty sure offthewall did it. But does anyone know how or any other ideas for it?
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. |
only work around i found was by removing the anims from the "empty" pullout putaway slots
then take the ammo away - switch weapon, and then return the ammo - to force it to use the empty anims instead - which are not defined and thus skipped
however this will mess up your guns when they are "normally" out of ammo, unless you use some scripting genius to keep giving a bullet back when appropriate
Beyond that all i can guess is using a nother set of viewhands and gun model and some csc magic
Basically what your thinking of, weve all already been through and come up with various work arounds - but there is no definitive work around
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. |
csc magic? what could I do in csc?
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 dunno, im guessing. Your the csc guy
Ask redspace, he said he found out some interesting things he could do with viewmodels and forcing animations
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. |
is this like instant weapon swap?
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. |
yea I know a lot about csc and I am pretty sure there isn't anything you can do in csc with viewmodel animations, which is why I was asking. But yeah I guess I can ask.
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.
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 |