It is currently Sat Apr 27, 2024 8:11 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 42 List provided by EpocDotFr | Players online 31


All times are UTC




Post new topic Reply to topic  [ 7 posts ] 
Author Message
PostPosted: Thu Jun 11, 2015 9:11 pm 
Offline
User avatar

Joined: Wed Apr 15, 2015 12:44 am
Posts: 99
Location: One of two Melbournes.
With the release of 1.1, we got a complete set of pistol animations!

Awesome!

However, the pistols in my mod don't like the new animations very much. I replaced the old animations in the the pistols' respective .weapon files with the new ones. However, the pistols' barrels always end up pointing towards the soldier (holding it backwards,) instead of away like normal. What do I need to do to get them to work properly?

Thanks!


Top
 Profile  
 
PostPosted: Thu Jun 11, 2015 10:04 pm 
Offline

Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Having made these animations myself, I have the solution to all your problems. :D

Add this line into the initial set of pistol stats, just above the "name":
Code:
    carry_in_two_hands="0"


The new animations are one-handed, so this needs to be added otherwise the pistol front will be magnetically attracted towards the other hand. XD


Top
 Profile  
 
PostPosted: Thu Jun 11, 2015 10:07 pm 
Offline
User avatar

Joined: Wed Apr 15, 2015 12:44 am
Posts: 99
Location: One of two Melbournes.
Quote:
The new animations are one-handed, so this needs to be added otherwise the pistol front will be magnetically attracted towards the other hand. XD


Funny how that works. I happened to notice that I could get a shot off If I pointed my cursor in the direction of the barrel and fired. It looked rather silly, it did.

Great job on the new animations BTW. I always how 1.0's pistol anims reused the "no weapon" running animation and how it made the pistol clip into your chest.

Thanks again, Soldier!


Top
 Profile  
 
PostPosted: Thu Jun 11, 2015 10:15 pm 
Offline

Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
There are certain this that had to be redone, and the pistol animations were high on that list. :)


Top
 Profile  
 
PostPosted: Fri Jun 12, 2015 6:56 pm 
Offline

Joined: Fri Jan 23, 2015 6:25 am
Posts: 230
They're great anims. However I've noticed a problem with them that I'm encountering, which I reported here:

viewtopic.php?f=5&t=2372

I know you use some Pistols as primary weapons in your "Time After" mod - do they work properly? How have you fixed the issue I mentioned in that thread?

Thanks :)


Top
 Profile  
 
PostPosted: Fri Jun 12, 2015 7:21 pm 
Offline

Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Tremozl wrote:
They're great anims. However I've noticed a problem with them that I'm encountering, which I reported here:

viewtopic.php?f=5&t=2372

I know you use some Pistols as primary weapons in your "Time After" mod - do they work properly? How have you fixed the issue I mentioned in that thread?

Thanks :)

Yea, already noticed the thread and told pasik and JackMayol about it. Made the pistols in my mod as secondaries until a fix can get out.

I knew about the bug before the update had released, but since no vanilla weapon uses them as a primary, it wasn't top on the priority list.


Top
 Profile  
 
PostPosted: Sat Jun 13, 2015 12:40 am 
Offline

Joined: Tue Sep 17, 2013 12:23 am
Posts: 58
Something else I noticed quite a while ago with one handed weapons, they don't seem to work with reloading one at a time.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 27 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group