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FPSC Classic Scripts / Possible solution for melee for guns

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Foxhound7
18
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Joined: 19th May 2006
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Posted: 17th Dec 2006 22:50
What if someone re-animated the models for the weapons so they had a swinging motion like they were being swung, then, created a new weapon with that set of animations and made an invisible pickup for it that could be placed with the firing version of the weapon. So when u went to pick up the firing gun, u also picked up the melee version that you could switch to like a different weapon? Just a thought...

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FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 18th Dec 2006 02:15
You would still have to switch weapons to get the different firing animations but that's not a bad idea.

Swhale aka The FPS Creator
20
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 18th Dec 2006 04:41
What if you assigned each of those same guns to eachother with the different animations in some way, and have them swap out between eachother on a right click. As in, pick up one gun, plus the invisable pick up (melee animated one). Then when right mouse is down it swaps guns out without the gun swap animation, and triggers the melee animation at the same time. Right button up it swaps back...

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Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 18th Dec 2006 17:57
Why doesn't lee add in the relitivly simplistic commands for weapon swapping? Well, it doesn't matter, as far as I know, based on V1 source, there are NO weapon swapping commands so you can NOT do this.

Weapon swaping IS simple... just add in a side variable that changes the value of k$ while var<>null. However, blocking weapon changing animations is a bit harder... it WOULD be relativly simple to make the weapon WITHOUT the loading animation (or even better, make the weapon gunspec.txt without the loading animation).

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