hi there!
i am using the sledgehammer mod from Sorridstroker to try to make players hold a bottle and use it to bash incidentally, ie replace the sledgehammer by the bottle_condiment. In the original mod, the sledgehammer is redifined with classname weapon and weapontype pistol. It all worked fine on our BT server but no way to make it fully work on AA, only problem being the viewmodelanim idle and pullout not playing though i can see the viewmodelanim of the bash anim and all external views look absolutly working
Code:
TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/miscobj/bottles
skelmodel bottle_condiment.skd
surface bottle_condiment shader bottle_condiment
}
init
{
server
{
classname weapon
weapontype pistol
name "Sol 330"
rank 140 140
//==============================================//
// Primary fire type info //
//==============================================//
firetype melee
meansofdeath bash
ammotype "Sol 330"//none
ammorequired 0
semiauto
bulletcount 1 //0
//==============================================//
// WEAPON BEHAVIOR MODELLING //
//==============================================//
bulletrange 64
bulletdamage 150
firedelay 2
crosshair 0
notdroppable
bulletknockback 50
//==============================================//
// DM Attributes //
//==============================================//
dmbulletcount 1 //0
dmammorequired 0
dmbulletrange 64
dmbulletdamage 150
dmfiredelay 2
//==============================================//
// Secondary fire DM Attributes //
//==============================================//
secondary firetype melee
secondary ammotype none
secondary dmammorequired 0
secondary dmbulletrange 64
secondary dmbulletdamage 150
secondary bulletknockback 50
}
}
animations
{
idle bottle_condiment.skc
}
/*QUAKED interactobject_decor_bottle-condiment (0.0 0.75 0.5) (-8 -8 0) (8 8 16)
*/
Fire states work good with the right wiewmodel anim:
Code:
// Spawn Detection + leb spawn protect
state STAND
{
states
{
PLAYER_SPAWNED : NEW_WEAPON
}
}
state PLAYER_SPAWNED
{
movetype legs
entrycommands
{
//exec global/showState.txt "PLAYER_SPAWNED"
exec global/addBottle.txt // give bottle weapon
commanddelay 0.05 activatenewweapon
exec global/spawnProtect.txt // execute script on spawned player //nodamage
exec global/raiseSilenced.txt // sniper + rocket
exec global/addKAR.txt // kar for allies
}
states
{
NOTDOINGANACTION : default
}
}
// ======================================================= //
// Action state machine for Mike Powell, the hero of MoH PC //
// ======================================================= //
// Authored by Carl glave and Michael Boon, 5-23-2000
// The action state machine takes care of
// a) all torso-only animations which are layer on top of leg animations
// b) most full-body animations
// c) which states are to take their full-body animations from the leg state
// machine.
// The states which control only torso animations have "movetype legs" and
// animations under the token "action". This allows the leg state to continue
// controlling the leg animations. The states which control the whole body have
// movetype not legs and animations under the token "action". This overrides the
// leg state machine. States such as NOTDOINGANACTION, below, which have "none" specified
// as the torso animation, take the torso animation from the leg animaiton
// specified in the legs state machine.
//==============================================================================
//==============================================================================
//
// Stand (really means spawned)
// Notdoinganaction (really means not doing an action)
//==============================================================================
state NOTDOINGANACTION
{
movetype legs
camera behind
entrycommands
{
exec global/showState.txt "NOTDOINGANACTION"
//commanddelay 0.10 viewmodelanim idle
viewmodelanim idle
}
action
{
none : default // no torso animation
}
states
{
KILLED : KILLED
PAIN : PAIN
VEHICLE_START : IS_USING_VEHICLE
TURRET_START : IS_USING_TURRET
// if we're on a ladder, make sure we're climbing the ladder
LADDER_IDLE_LEFT : ON_LADDER
// Some grab and hang stuff will be implemented in the final game, probably
// not all of this, but it's in here as a placeholder.
// CLIMB_LADDER : ONGROUND +FORWARD !BACKWARD AT_LADDER
// CLIMB_LADDER_IMPACT : !ONGROUND FORWARD !BACKWARD AT_LADDER // For grabbing onto walls when
// flying through the air
// Using objects is dictated by the object being used. The three objects
// here are for objects which trigger interactive actions when touched,
// for objects which the player uses (such as doors), and for when the
// player tries to use an object that is not usable.
// USE_USEANIM : ONGROUND TOUCHEDUSEANIM
// USE_USEANIM : ONGROUND USE AT_USEANIM
USE_LADDER : ONGROUND +USE AT_LADDER CHECK_HEIGHT "stand"
// USE_LADDER : ONGROUND AT_LADDER // this is full auto use of ladders
// latch onto ladder in mid-air
USE_LADDER : +USE AT_LADDER CHECK_HEIGHT "stand" // can also latch onto a ladder in mid-air
// auto use of ladder when at the bottom (AT_LADDER check is last because it does a trace)
USE_LADDER : ONGROUND FORWARD LOOKING_UP "35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
// auto use of ladder when at the top (AT_LADDER check is last because it does a trace)
USE_LADDER : ONGROUND FORWARD !LOOKING_UP "-35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
// GENERIC_USE : ONGROUND +USE
// This is not functional for the prototype, but is here as a placeholder for
// future functionality.
// While the player can only fire weapons with his right hand, he can switch them
// to his left if he wants to use an item with his left. Gameplay-wise, this should
// be the same as putting the weapon away, but it will create a nice graphical "cool
// factor" which is always good in computer games.
// When we have two items out, the game code will flag them both as putaway, and we
// need to put the right one away first, followed by the left.
PUTAWAY_MAIN : PUTAWAYMAIN // Basic put weapon away move.
RAISE_WEAPON : NEW_WEAPON
RELOAD_WEAPON : RELOAD
DO_BOTTLE : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Sol 330"
DO_BOTTLE : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Sol 330"
CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY !IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
CHECK_SECONDARY_ATTACK : +ATTACK_SECONDARY
}
}
The raise state viewmodelanim doesn't seem to work neither, displays some quick jerky bash anim:
Code:
state RAISE_WEAPON
{
movetype legs
entrycommands
{
viewmodelanim pullout
// just to make sure nothing funky's
// attached that shouldn't be.
correctweaponattachments
}
states
{
RAISE_CONDIMENT : IS_NEW_WEAPON "mainhand" "Sol 330"
RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "pistol"
RAISE_RIFLE : IS_NEW_WEAPONCLASS "mainhand" "rifle"
RAISE_GRENADE : IS_NEW_WEAPONCLASS "mainhand" "grenade"
RAISE_SMG : IS_NEW_WEAPONCLASS "mainhand" "smg"
RAISE_MP44 : IS_NEW_WEAPON "mainhand" "StG 44"
RAISE_BAR : IS_NEW_WEAPON "mainhand" "BAR"
// RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "item" // hold all items like a pistol for now
RAISE_SHOTGUN : IS_NEW_WEAPON "mainhand" "Shotgun"
RAISE_BAZOOKA : IS_NEW_WEAPON "mainhand" "Bazooka"
RAISE_PANZERSCHRECK : IS_NEW_WEAPON "mainhand" "Panzerschreck"
RAISE_PAPERS : IS_NEW_WEAPON "mainhand" "Papers"
// RAISE_RIFLE : default
RAISE_NOANIM : default
}
}
state RAISE_CONDIMENT
{
entrycommands
{
//commanddelay 0.05 self useweapon models/miscobj/bottle_condiment.tik
commanddelay 0.05 activatenewweapon
commanddelay 0.05 forcetorsostate "NOTDOINGANACTION"
commanddelay 0.25 exec weapons/sledge_angle.scr
}
}
All external views look absolutly working.
I already changed every commanddelay without luck and don't know longer what to do to go on, any clue is welcome![