SMoKE Posted March 21, 2006 Share Posted March 21, 2006 Err.. Does anyone know why the legs-animation is *always* set to use the BOTH_STAND1-animation? And how to fix it so that it uses a different animation when using WP_MELEE, for example? Yeah, I'm a noob... Thanks Link to comment Share on other sites More sharing options...
Tinny Posted March 21, 2006 Share Posted March 21, 2006 Do a (ctrl-f) search for these 3 lines in bg_misc.c: int WeaponReadyAnim[WP_NUM_WEAPONS] = int WeaponReadyLegsAnim[WP_NUM_WEAPONS] = int WeaponAttackAnim[WP_NUM_WEAPONS] = Hopefully that will help bro, if its still confusing let us know. Link to comment Share on other sites More sharing options...
SMoKE Posted March 21, 2006 Author Share Posted March 21, 2006 Yeah.. :/ Well, what I did was to edit this: int WeaponReadyLegsAnim[WP_NUM_WEAPONS] = { BOTH_STAND1,//WP_NONE, BOTH_STAND1,//WP_STUN_BATON, BOTH_STAND1,//WP_MELEE, BOTH_STAND2,//WP_SABER, BOTH_STAND1,//WP_BRYAR_PISTOL, BOTH_STAND1,//WP_BLASTER, BOTH_STAND1,//TORSO_WEAPONREADY4,//WP_DISRUPTOR, BOTH_STAND1,//TORSO_WEAPONREADY5,//WP_BOWCASTER, BOTH_STAND1,//TORSO_WEAPONREADY6,//WP_REPEATER, BOTH_STAND1,//TORSO_WEAPONREADY7,//WP_DEMP2, BOTH_STAND1,//TORSO_WEAPONREADY8,//WP_FLECHETTE, BOTH_STAND1,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER, BOTH_STAND1,//WP_THERMAL, BOTH_STAND1,//TORSO_WEAPONREADY11,//WP_TRIP_MINE, BOTH_STAND1,//TORSO_WEAPONREADY12,//WP_DET_PACK, BOTH_STAND1,//WP_CONCUSSION BOTH_STAND1,//WP_BRYAR_OLD, //NOT VALID (e.g. should never really be used): BOTH_STAND1,//WP_EMPLACED_GUN, BOTH_STAND1//WP_TURRET, }; to this: int WeaponReadyLegsAnim[WP_NUM_WEAPONS] = { BOTH_STAND1,//WP_NONE, BOTH_STAND1,//WP_STUN_BATON, BOTH_STAND6,//WP_MELEE, BOTH_STAND2,//WP_SABER, BOTH_STAND1,//WP_BRYAR_PISTOL, BOTH_STAND1,//WP_BLASTER, BOTH_STAND1,//TORSO_WEAPONREADY4,//WP_DISRUPTOR, BOTH_STAND1,//TORSO_WEAPONREADY5,//WP_BOWCASTER, BOTH_STAND1,//TORSO_WEAPONREADY6,//WP_REPEATER, BOTH_STAND1,//TORSO_WEAPONREADY7,//WP_DEMP2, BOTH_STAND1,//TORSO_WEAPONREADY8,//WP_FLECHETTE, BOTH_STAND1,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER, BOTH_STAND1,//WP_THERMAL, BOTH_STAND1,//TORSO_WEAPONREADY11,//WP_TRIP_MINE, BOTH_STAND1,//TORSO_WEAPONREADY12,//WP_DET_PACK, BOTH_STAND1,//WP_CONCUSSION BOTH_STAND1,//WP_BRYAR_OLD, //NOT VALID (e.g. should never really be used): BOTH_STAND1,//WP_EMPLACED_GUN, BOTH_STAND1//WP_TURRET, }; And it almost work now... I can change model (/model modelname), and NOT move, then the animation will work, but if I move, it gets back to the BOTH_STAND1, and if I attack while the animation is working, the torso will turn 90 degrees to the right. Yikies.. I hope you got that :S Link to comment Share on other sites More sharing options...
Tinny Posted March 22, 2006 Share Posted March 22, 2006 Wierd, did you do it to both weaponready and weaponlegsready? Link to comment Share on other sites More sharing options...
SMoKE Posted March 22, 2006 Author Share Posted March 22, 2006 Yeah, I did.. the weaponReady one is set to TORSO_WEAPONREADY3 and that is the hold-blaster-rifle-thingy... Link to comment Share on other sites More sharing options...
SMoKE Posted March 26, 2006 Author Share Posted March 26, 2006 No ideas? Link to comment Share on other sites More sharing options...
Tinny Posted March 27, 2006 Share Posted March 27, 2006 Nope, i'm confused as to why its doing that Link to comment Share on other sites More sharing options...
Wudan Posted March 28, 2006 Share Posted March 28, 2006 It's only playing the animation on the TORSO, not on BOTH. The saber is a special exception. Link to comment Share on other sites More sharing options...
SMoKE Posted March 29, 2006 Author Share Posted March 29, 2006 Yeah, that's the problem.. Do you have an idea of how to fix it so it uses BOTH instead of TORSO? Link to comment Share on other sites More sharing options...
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