SMoKE Posted March 21, 2006 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
Tinny Posted March 21, 2006 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.
SMoKE Posted March 21, 2006 Author 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
Tinny Posted March 22, 2006 Posted March 22, 2006 Wierd, did you do it to both weaponready and weaponlegsready?
SMoKE Posted March 22, 2006 Author Posted March 22, 2006 Yeah, I did.. the weaponReady one is set to TORSO_WEAPONREADY3 and that is the hold-blaster-rifle-thingy...
Wudan Posted March 28, 2006 Posted March 28, 2006 It's only playing the animation on the TORSO, not on BOTH. The saber is a special exception.
SMoKE Posted March 29, 2006 Author 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?
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