• Can 2 Reload Animations Be Used?
    11 replies, posted
In a dod sweps pack im making, some of the v_models have multiple reload animations like the c96 mauser, the colt 45 and the tokarev with colt 45 animins. am i able to use both relaod animations , one while the pistol has some ammo and one when the pistol has no ammo. here is the lua script /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() if ( self.Reloadaftershoot > CurTime() ) then return end -- If you're firering, you can't reload self.Weapon:DefaultReload(ACT_VM_RELOAD_EMPTY) -- Animation when you're reloading if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then -- When the current clip < full clip and the rest of your ammo > 0, then self.Owner:SetFOV( 0, 0.15 ) -- Zoom = 0 self:SetIronsights(false) -- Set the ironsight to false end end the two animin's are (ACT_VM_RELOAD_EMPTY) and (ACT_VM_RELOAD) so would i be able to use one when the pistol is empty and one is full your help would be nice i will post a video if you wish to demonstrate my problem. also, the dod american machine gun has incorrect reolad animations where when R is pressed, the gun relaods to full ammo count immideately without going through a relaod animation. Ive tried to modify the lua to fix this and i went back to the original lua when that didnt work, but the problem still exsisted, it might be the model thouh, can someone help me out on either of these 2 I didnt have replies in the other thread because i probably posted in the wrong one
Seriously guys i need some help with this i wanna know how to make 2 realod animations work so when the clip is empty it will have a different animation like in insurgency and some dod weapons
I guess ill help you out. I already made a 1911 swep that has this shit. Ill trim away the code & get it to you when im around my home computer. As for the 30Cal reload animation problem, I already have a fourm about it :3 [url]http://www.facepunch.com/showthread.php?t=752108[/url]
Ok Thanks for the help... remember to send me the file
A snippet from one of the SWEPs I made: [lua] if self.Silenced then self:SendWeaponAnim( self.Animations.Silenced.Reload.Anim ) else self:SendWeaponAnim( self.Animations.Normal.Reload.Anim ) end [/lua] [lua] SWEP.Animations = { Normal = { Attach = { Anim = ACT_VM_ATTACH_SILENCER , Length = 93 / 30 }, Draw = { Anim = ACT_VM_DRAW , Length = 33 / 30 }, DryFire = { Anim = ACT_VM_DRYFIRE , Length = 33 / 25 }, Fire = { Anim = ACT_VM_PRIMARYATTACK , Length = 33 / 25 * .4 }, Reload = { Anim = ACT_VM_RELOAD , Length = 83 / 30 }, }, Silenced = { Detach = { Anim = ACT_VM_DETACH_SILENCER , Length = 93 / 30 }, Draw = { Anim = ACT_VM_DRAW_SILENCED , Length = 33 / 30 }, DryFire = { Anim = ACT_VM_DRYFIRE_SILENCED , Length = 33 / 30 }, Fire = { Anim = ACT_VM_PRIMARYATTACK_SILENCED , Length = 33 / 25 * .4 }, Reload = { Anim = ACT_VM_RELOAD_SILENCED , Length = 83 / 30 }, } } [/lua] Where the animation's activity is the .Anim property. You don't need to define the table setup I have going there ( it isn't needed at all ), it just makes my life easier in other functions.
but that dosent include ACT_VM_RELOAD AND ACT_VM_RELOAD_EMPTY that is just animins for silencers.... or am i just stupid and dont see it?
It's example code, not the solution code. It's as simple as changing it from the silenced / unsilenced version to empty / not empty stuff.
ok, sorry, now i understand
nothing i seem to do is working, anyone else have any ideas and... where did you upload the 1911 swep
Now that I'm finaly back at my home PC, I have trimmed away the code to a simpler form. Gentelmen... [code] /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() if ( self.Reloadaftershoot > CurTime() ) then return end if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then self.Owner:SetFOV( 0, 0.15 ) self:SetIronsights(false) if ( self.Weapon:Clip1() <= 0 ) then self.Weapon:DefaultReload(ACT_VM_RELOAD_EMPTY) else self.Weapon:DefaultReload(ACT_VM_RELOAD) end end end [/code] I keep your stuff in there for you.
WOW!!! I cant thank you enough for your help now i can the reloads both to work
[QUOTE=MadParakeet;48763675]Again? I give him two weeks.[/QUOTE] Looks like your statement is indeed not correct. Now that I look back on you all, I find it funny how I even got involved with you all Facepunch dickheads. [IMG]http://i.imgur.com/BzIXhKd.png[/IMG] I have over 20 more alt accounts blended in better than a communist in 1960's New York so cut off one head, and two more shall take its place. Baldur out :D
Sorry, you need to Log In to post a reply to this thread.