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Contact Support - Help Center Get help on the UGX Discord. Join it now!//Define the animtree you are using.
#using_animtree( "ANIMTREE" );
//
// Note: If you are publishing your map, you should set them all to false.
//
//Errors are shown by default, change it to false to suppress them.
level.show_anim_errors = true;
//Warnings are shown by default, change it to false to suppress them.
level.show_anim_warnings = true;
//Information is hidden by default, change it to true to show them.
level.show_anim_info = false;
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_loadout;
//Inludes _easyAnimation.gsc
#include maps\_easyAnimation;
//Your animtree
#using_animtree( "cube" );
//This animtree contains the animation used below: %viewmodel_cube_rotate
main(){
wait(10);
//Get the script model
cube = GetEnt("cube", "targetname");
//Plays a looped Animation on the script model
cube play_anim_looped( %viewmodel_cube_rotate );
wait(5.0);
//The looped animation will be stopped.
cube stop_anim_looped();
wait(10);
//Plays a Animation only once on the script model
cube play_anim_once( %viewmodel_cube_rotate );
}
![]() | 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. |
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Cool share man.You may, or may not, up to you, want to add to compile the maps patch when changing or adding animtrees. At least I have to. I do things similar but use arrays in my main and thread functions for each set of models, with #using_animtree( "ANIMTREE" ); before the function for each... I've always put the animtree at the end, by chance, but had no clue that it mattered, lol, that is good to know.
![]() | 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 |
Thanks man.
When adding it to your mod.csv you don't have to compile your map or map_patch, building your map is good enough. If you add it to your MODNAME.csv or MODNAME_patch.csv then yes you have to compile your map or map_patch depends on wicht csv youh have used.
When i was testing with this i didn't understand why it didn't work when i include first the xanim and then the animtree in my csv everything went fine. I'm not sure why this is..
include,robots
![]() | 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. |
That is great info, you should put that in another tut really, cause lot of people wonder why they are checking each box and what is happening when you do.
If you include all your csv's in your mod.csv the only thing you have to is build your mod. No need for compiling.