• TF2 QC problem with animation events codes in viewmodel animations.
    2 replies, posted
So i've been away from tf2 for a while, and i wanted to update some old mods to current tf2, and i thought of a simpler way to implement one of this mods and it requires the use of ae_cl_bodygroup_set_value or ae_cl_enable_bodygroup in one of the sequences, at first itried this out using the separate c animations structure to allow easier modding in the future, after compiling i noticed that the bodygroup was only changed for the frame set to be the starting one (in this case 0) and if i added more lines it just rapidly changed between them. I then tried compiling the whole animation set instead of splitting them but this time it didn't even changed bodygroup. What is going?Am i doing something wrong? or Did the tf2 just said fuck it and removed the ability to change bodygroups from animations? This is the syntax i am using { event AE_CL_BODYGROUP_SET_VALUE framenumber " bodygroupname bodygroupnumber" } or { event AE_CL_ENABLE_BODYGROUP framenumber " bodygroupname " } And inside the animation QC it looks like this $Sequence "item2_inspect_idle" "item2_inspect_idle.smd" { "ACT_ITEM2_VM_INSPECT_IDLE" 1 { event AE_CL_BODYGROUP_SET_VALUE 0 " test 1" } fps 30 loop }
Anyone? i don't need a solution but i would like to know if this is something that someone else has encountered before?
$sequence taunt02 "taunt02.dmx" noanimation { numframes 130 blendlayer layer_taunt02 05124129event AE_CL_BODYGROUP_SET_VALUE 18"rocket 1"event AE_CL_BODYGROUP_SET_VALUE 126"rocket 0"event AE_WPN_HIDE 1event AE_WPN_UNHIDE 129 } event AE_CL_BODYGROUP_SET_VALUE FrameNumber "BodygroupName SlotNumber"
Sorry, you need to Log In to post a reply to this thread.