Weapon animation bug
Help me to fix this animation bug.
I suppose the fault is in this forward Code:
g_UpdateClientData_Forward = register_forward(FM_UpdateClientData, "UpdateClientData_Post", 1);Code:
public UpdateClientData_Post(iPlayer, iSendWeapons, CD_Handle) |
Re: Weapon animation bug
If you want to block properly weapon animation + sound, don't use this way.
Hook Ham_Item_Deploy and set m_flNextPrimaryAttack + m_flNextSecondaryAttack + m_flNextAttack offsets to high value. |
Re: Weapon animation bug
I've explained a lil bit incorrect.
Well, I have created my own knife(based on CS default knife of course), but new knife weapon deploy, attack etc. animation ID's are not like in CS knife. It's not a problem, I succesfully fixed it. The main problem is, whenever I switch from my new knife to any other weapon, other weapon deploy animation is showing incorrectly.For example my knife deploy anim ID is 3, so on all other weapons on deplot anim ID 3 will be played, not their original animation. |
Re: Weapon animation bug
Without seeing your code, what you say doesn't help. Generally when you want to create your own weapon, it would be more appropriate to fully block the original weapon to avoid weird behaviors.
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Re: Weapon animation bug
Quote:
Put the model here if you don't know what i'm talking about. |
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