Code: Select all
bandage = {
[0] = "actor_effects.use_weapon(0)",
-- [1] = "level.add_cam_effector('camera_effects\\\\item_use.anm', 8050, false,'')",
[1040] = "xr_effects.disable_ui_inventory(db.actor, nil)",
[4150] = "actor_effects.use_weapon(1)"
},
Code: Select all
visual = dynamics\devices\dev_ mineral_water\dev_ mineral_water.ogf
Swartz wrote:There is no function for adding new HUD animations. I contacted Sin! about GWR a while back and asked the same question you have, and it turns out what you're seeing are for third person animations. HUD animations can't be done (until Gunslinger gets released anyway).
Alundaio wrote:Swartz wrote:There is no function for adding new HUD animations. I contacted Sin! about GWR a while back and asked the same question you have, and it turns out what you're seeing are for third person animations. HUD animations can't be done (until Gunslinger gets released anyway).
How does Gunslinger do it? But if that were true about GWR than why are they activating the binoculars slot and using consumbale items with wpn_binoc as a base with special hud animations?
Gunslinger is doing it via a new dll written in Delphi that he's using to inject new functions into the game.
Alundaio wrote:Gunslinger is doing it via a new dll written in Delphi that he's using to inject new functions into the game.
Now that sounds like sorcery. Is he keeping it all to himself until he releases his mod?
Alundaio wrote:That's bullshit. I hate when people hold on to shit that can help the entire modding community like a dragon sitting on a pile of treasure.
WolfKOTTO wrote:Is made with scripts. We don't released it cause is made for gunslinger mod
Revolucas wrote:+WolfKOTTO Can you at least explain how it is done? Do you activate a fake consumable that is really a weapon to play the HUD animations or are you using dll injection to rewrite engine functions, like what xRay extensions does?
WolfKOTTO wrote:+Revolucas First. Is made on binocular class - wp_binoc. Can't say enything more cause i'm not programmer, is made by Sin! as you can see in description.
Code: Select all
anim_show = hands_show
anim_hide = hands_hidden_once
anim_idle = hands_transform_full_new
anim_playing = hands_transform_full_new
anim_throw_begin = hands_hidden
anim_throw_idle = hands_hidden
anim_throw_act = hands_hidden_once
anim_throw_end = hands_hidden_once
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local itm = db.actor:active_item()
itm:play_hud_motion("anim_idle",true)
Code: Select all
itm:set_hud_item_state(2) -- eHiding state, which plays hiding anim
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