I didn't see anything released/posted for this, and after porting DW anims for player, I decided to make a quick script for it.
First off, if you're reading this thread, and you are interested in getting the DW player anims, please read Harry's tutorial here on getting the animations from BO1:
There are 3 ways you can go about this, you can put dw in the name of your weapons (which isn't practical if your non-upgraded isn't dw), you can put dw in the name of the worldmodel which is my favourite way of doing it and means I only have to precache them instead of editing the script fully, or you can manually check for them. I left in the mr6_upgraded and m1911 check for example.
Lastly, we need to set up FX part for our weapons:
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left_hand_muzzleflashes() { self endon( "disconnect" ); while( true ) { self waittill( "weapon_fired" ); switch( self GetCurrentWeapon() ) // Dumped the worldmodel shell ejects for second weapons since it's not worth looking into tbh. { case "mr6_upgraded": self thread play_third_person_fx( level._effect[ "pistol_flash" ], "tag_weapon_left"); break; case "hs10_upgraded": self thread play_third_person_fx( level._effect[ "shotgun_flash" ], "tag_weapon_left"); break; } } }
NOTE: If you want, you can use alaurenc9's post below and modify mine to actually spawn the Left World Model to play FX on properly, but for the sake of asset room, I've improvised with tag_weapon_left and used the default Right Worldmodel.
You can see how it's done here, you can copy and paste what's done above, like this for example:
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case "weap_name": self thread play_third_person_fx( level._effect[ "FX_ID" ], "tag_weapon_left"); break;
That should be it, credit if you want.
Make to tick the script/s in launcher. If there are any errors/you run into issues let me know. Enjoy.
Credits:
alaurenc9 - Muzzle FX for Second Gun.
Notes:
Spoiler: click to open...
The positing of some things such as FX, Models, etc. might be off, get over it.
The Knifing might look echy if you look closely, but that's it, if you look closely. The model is still attached and I couldn't find a decent way to detach/attach while knifing since for some odd reason the weaponmodel is M1911 while knifing. It's so small i didn't bother anymore than that.
Last Edit: July 23, 2016, 09:25:00 am by Scobalula
If you actually look at the requirements scob has filled them ages ago. You only need a single script released. I really don't know why it takes ages to get the status. Harry took a year to get it he was even creating the whole Bo2 mod before he had it lol
Just a quick note, you don't have to precache the world model already in the weapon file. Calling PreCacheItem already automatically precache's the weapon models. You can even look at configstrings and see all the weapon models automatically precached.
Also, want third person left hand muzzleflash?
Last Edit: July 22, 2016, 09:02:10 pm by alaurenc9
Just a quick note, you don't have to precache the world model already in the weapon file. Calling PreCacheItem already automatically precache's the weapon models. You can even look at configstrings and see all the weapon models automatically precached.
Also, want third person left hand muzzleflash?
Wasn't aware of that, lol, I've always thought for it to be used in script, it needed to be precached, thanks for clearing that up.
And sure, I was looking into it but you can save me the hassle and I'll add it to op + credit. lol
This is what I did, just played fx that is invisible to the player who is shooting when weapon_fired is notified. And this requires the use of the actual left hand model which I see your just attaching the right one, which won't allow this to work, because this checks for the left hand model joints to play on.
This is what I did, just played fx that is invisible to the player who is shooting when weapon_fired is notified. And this requires the use of the actual left hand model which I see your just attaching the right one, which won't allow this to work, because this checks for the left hand model joints to play on.
What I done instead is played off tag_weapon_left which looked pretty ok, even with a weapon like HS10 and some others it looked pretty ok, it's slightly off obviously but worked none the less, I'll updated the script and tut in a few minutes, thanks a million btw.
EDIT: Updated
Last Edit: July 22, 2016, 11:53:03 pm by Scobalula