• SendWeaponAnimation not sending animations
    0 replies, posted
I'm not sure if this is a bug or not, I dealt with this back in 12 but I thought it would have been worked out with this update. I'm working on shotgun reloading. Begine reload works fine, and so does the first shell. The second shell, and any others following it are not played at all, the weapon just hangs in the air, but ammo changes places like it should be. When reloading is complete, the reload finish animation plays just fine. The only issue I have is with the insert shell animation. I get no errors, and this only happens in multiplayer. I've seen several fixes that involve running through the Think function but I want to stay away from that. Nothing changes when I run the animation through server only, and running the animation through client only get me no animations at all And here's my code. [LUA]function SWEP:Reload() if (timer.Exists("ShotgunReload")) then return end self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- wait one second before you can shoot again self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim if (SERVER) then self.Owner:SetFOV( 0, 0.15 ) self:SetIronsights(false) end timer.Create("ShotgunReload", .3, 0, function() self:InsertShell() end) -- put a variable here to change reload time across different sweps end function SWEP:InsertShell() if IsFirstTimePredicted() then local curwep = self.Owner:GetActiveWeapon() if curwep:GetClass() != self.Gun then timer.Destroy("ShotgunReload") return end if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then -- if clip is full or ammo is out, then... self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim timer.Destroy("ShotgunReload") -- kill the timer elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then self.Weapon:SendWeaponAnim(ACT_VM_RELOAD) --insert a shell self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire end end end[/LUA] Is this a bug, or amd I missing something? 80 views and not a word. If there is no known fix, someone please say so. I don't want to cloud up the bug report thread without reason.
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