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Viewmodel re-position

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Created 9 years ago
by Deleted User
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  • DeletedUser
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DeletedUser
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Sup! All I'm trying to do is move the viewmodel lower down the screen and also rotate it on the x axis, similar to how the weapon would be in black ops 2
Spoiler: click to open...
, but I'm not sure which (if any) setting to change in my weapon file.
I seem to remember someone saying about it to me before, so am not sure if it is possible.

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Weapon file wouldn't control that as that's part of the animation itself.
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Weapon file wouldn't control that as that's part of the animation itself.
Hm, alright. I thought it might work similar to the Movement/Stand settrings Move x,y, z etc. Cheers though
Marked as best answer by Deleted User 9 years ago
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  • steviewonder87
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You can move the viewmodel with cg_gun_x/y/z, open the console and play around with the values until it looks right, then make a basic script to apply those values for when you are holding that weapon.
Code Snippet
Plaintext
nameoffunction()
{
while(1)
{
currentweapon = self GetCurrentWeapon();
if( ( currentweapon == "nameofweapon" ) )
{
self setClientDvar( "cg_gun_x", 3.5 );
self setClientDvar( "cg_gun_z", 3.5 );
}
else
self setClientDvar( "cg_gun_x", 0 );
self setClientDvar( "cg_gun_z", 0 );
wait .1;
}
}
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You can move the viewmodel with cg_gun_x/y/z, open the console and play around with the values until it looks right, then make a basic script to apply those values for when you are holding that weapon.
Code Snippet
Plaintext
nameoffunction()
{
while(1)
{
currentweapon = self GetCurrentWeapon();
if( ( currentweapon == "nameofweapon" ) )
{
self setClientDvar( "cg_gun_x", 3.5 );
self setClientDvar( "cg_gun_z", 3.5 );
}
else
self setClientDvar( "cg_gun_x", 0 );
self setClientDvar( "cg_gun_z", 0 );
wait .1;
}
}
Shouldn't even be modifying these anyway the proper fix is the animation not trying to hack it through script.
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  • steviewonder87
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steviewonder87
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Shouldn't even be modifying these anyway the proper fix is the animation not trying to hack it through script.
It's a hell of a lot easier to adjust it with this than to edit the anims :please: And if it looks fine then who cares anyway? And I was just answering his question -
All I'm trying to do is move the viewmodel lower down the screen
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DeletedUser
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You can move the viewmodel with cg_gun_x/y/z, open the console and play around with the values until it looks right, then make a basic script to apply those values for when you are holding that weapon.
Code Snippet
Plaintext
nameoffunction()
{
while(1)
{
currentweapon = self GetCurrentWeapon();
if( ( currentweapon == "nameofweapon" ) )
{
self setClientDvar( "cg_gun_x", 3.5 );
self setClientDvar( "cg_gun_z", 3.5 );
}
else
self setClientDvar( "cg_gun_x", 0 );
self setClientDvar( "cg_gun_z", 0 );
wait .1;
}
}
For now I'm going to use this method, I may edit the anims like DuKIP mentioned when I have the time, to lower on another script. Cheers both :D
-Bob
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  • DeletedUser
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Offtopic, but what's the animation name in BO2? I've been looking for those for a long time.
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[UGX] Documentation Writer & Programmer
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Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
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This user has access to the Black Ops 3 Modtools Alpha
Offtopic, but what's the animation name in BO2? I've been looking for those for a long time.
weaponfile: knife_held_mp
GunModel: t6_wpn_knife_base_view
WorldModel: t6_wpn_knife_base_world
Anim Base: viewmodel_strider_X

 
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