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Author Topic: Weapons still using SMG1 anims  (Read 1524 times)

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Offline Monkatraz

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Weapons still using SMG1 anims
« on: November 21, 2013, 09:18:28 AM »
I can't get them to use the AR2 anims, it's confusing, even the AR2 uses SMG anims.
MLG

Offline Vedad1944

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Re: Weapons still using SMG1 anims
« Reply #1 on: November 21, 2013, 09:23:40 AM »
I can't get them to use the AR2 anims, it's confusing, even the AR2 uses SMG anims.
You mean the worldmodel?
Is the problem when you are using it (in thirdperson)?
Are the npcs having the problem?

Offline Monkatraz

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Re: Weapons still using SMG1 anims
« Reply #2 on: November 21, 2013, 09:46:21 AM »
NPCs.
MLG

Offline Comrade

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Re: Weapons still using SMG1 anims
« Reply #3 on: November 21, 2013, 02:17:18 PM »
the AR2 uses SMG anims.

So where's the problem? You want to use something AR2 anims, something that redirects to SMG anims? No surprise that they don't work; it's because they don't exist.

Offline BIZ

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Re: Weapons still using SMG1 anims
« Reply #4 on: November 21, 2013, 02:33:19 PM »
well to start with....you aren't compiling the w_models on the SMG1 bones are you?

Offline Vedad1944

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Re: Weapons still using SMG1 anims
« Reply #5 on: November 21, 2013, 05:42:05 PM »
The weapon_custom script has usually an "npc" section in the bottom. There should be like "AnimType"    "ar2"
As for the vanilla hl2 weapons (the ar2 as you mentioned) I have no idea why they are using those. Adding an "npc" section to vanilla weapons does not work  :(
Try doing what BIZ said, rigging the weapons on the ar2 bones.
It might work.

Offline Monkatraz

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Re: Weapons still using SMG1 anims
« Reply #6 on: November 22, 2013, 03:35:07 AM »
I of course rigged it on AR2 bones, and yes, AR2 anims do exist Anti-Virus, irrc, last time I played HL2 they don't hold an imaginary fore grip on the AR2
MLG