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 Post subject: One Handed Weapon Bug
PostPosted: Thu Jun 11, 2015 10:03 pm 
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Joined: Fri Jan 23, 2015 6:25 am
Posts: 230
Hey guys, awesome patch btw! Really loving the improvements :)

-> I've noticed a bug when modding.

If a weapon is Slot 0 (primary) and has Carry In Two Hands = 0, whenever a player respawns with the weapon (or especially so - whenever any AI spawns with that weapon) the variable Carry In Two Hands has no effect. Weapons are still rotated sideways and it looks funny. It's easy to reproduce with the combination of factors that leads to it.

The reason I'm reporting this is I have some "primary" (slot = 0) weapons which use the one-handed animations, and the guns looks all funky whenever the AI is carrying it around, even though it's all set up properly.

Anyhow, hoping that can get cleared up. And thanks for the great update :D


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PostPosted: Fri Jul 10, 2015 5:58 pm 
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Joined: Mon Jun 22, 2015 3:06 pm
Posts: 42
Location: MURDER ST., SLAUGHTER CITY
This is a bit of a fresh necropost, but I'd like to help bring more attention to this. I've had the same problem implementing Strogg weapons; the gun ends up angled incorrectly and is entirely non-functional. A weird workaround is that you can switch weapons to fix it, but spawning with a one-handed weapon just plain doesn't work.

If there's any current solution for this, it'd be great to hear it from someone who's done more digging on the matter. Otherwise, it'd be appreciated if this was fixed in the next or another update.

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PostPosted: Fri Jul 10, 2015 11:09 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Far as I can tell, the only workaround is to make the weapon two-handed, which I can probably do easily enough if I can get my old animations to fix them.

There might be a way to fix it with the one-handed drawing animation, so I'll have to tinker with it.


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PostPosted: Mon Oct 19, 2015 6:22 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
By the way - this was fixed with the release of 1.2. Huzzah! :D


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