Page 1 of 1

custom viewmodelanim?

Posted: Mon Sep 24, 2007 10:45 pm
by Elgan
Hey guys. Im having trouble ceating a custom viewmodel anim.

Lets say in an fps base file i have an anim link named:

garand_dive


Then in the state file, i do:

Code: Select all

entrycommands
{
viewmodelanim dive
}

The anim will not work :\ changing weapon will spawn no error saying "cant find unarmed_dive" etc.

BUTTTTTTTT, if i call my link

garand_charge

Now we all know only the grenade has a viewmodel for charge,.

Then in the state file

Code: Select all

entrycommands
{
viewmodelanim charge
}

My anim works! if i change weapon to grenade, it plays the nade anim, if i hoolster i get "cant find unarmed_charge viewmodel" hm hm?

I tried putting "dive garand_dive.skc" in the m1garand.tik.

Any ideas? I wanted to add some viewmodel anims :(. I always thought in the past my view model anims for rolling o whatever were made wrong :S, now i find the linking is wrong.

Posted: Mon Sep 24, 2007 11:00 pm
by erick
I cant help you but if we got JV over here... I am sure he could. :wink:

Posted: Tue Sep 25, 2007 8:33 am
by jv_map
Lol I stumbled on TMT's courtesy first but for the multiple honour and glory of .Map let me post the same reply here :)

Unfortunately, there is a very restricted set of viewmodelanims you can use (this is the single crucial limiting factor in preventing any number of additional weapons being added, all other restrictions can be circumvented (although this, in itself, is quite difficult. But possible)). You can only use these:

charge
fire
fire_secondary
rechamber
reload
reload_single
reload_end
pullout
putaway
ladderstep
idle

source: cgame

Posted: Tue Sep 25, 2007 4:35 pm
by Elgan
thanx , sorry. hehe., i found it best to ask questions here, but also asked at tmt as i was fearing the above :(