When a SWEP with an AR2 model reloads, it stays in the final reload frame and looks odd until you shoot. How do I force it to go back to it's idle after reloading?
The same way you play attack animation, but using ACT_VM_IDLE instead of ACT_VM_PRIMARYATTACK.
[QUOTE=Robotboy655;46023528]The same way you play attack animation, but using ACT_VM_IDLE instead of ACT_VM_PRIMARYATTACK.[/QUOTE]
I don't play the attack animation manually...? [code]function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
self.Weapon:EmitSound("/weapons/ar2/fire1.wav")
self:ShootBullet( 9, 1, 0.014 )
self:TakePrimaryAmmo( 1 )
self.Owner:ViewPunch( Angle( -2.8, 0, 0 ) )
self.Weapon:SetNextPrimaryFire( CurTime() + 0.215 )
end[/code]
[editline]edit[/editline]
Using this code: [code]function SWEP:Think()
if CurTime() >= self.ReloadingTime then self:SendWeaponAnim( ACT_VM_IDLE ) end
end[/code] I can manage to get it working. But then it spams script errors.
self:ShootBullet does.
Tip: Use self:SendWeaponAnim( ACT_VM_IDLE ) in the reload hook with a timer and self:SequenceDuration() for an easy solution.
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