Hello,
I've been trying to make a mod where the player character keeps his weapon during the blast animation. I have some experience with xml and lua, but I can't figure this one out.
I have the grenade animations (like in SR3) attached to the blast animations in the plym.xtbl, but for some strange reason, even if I comment out all instances of <flag>hide_weapon</flag> from the anim_files.xtbl, the gun still disappears from the MC's hands when I perform ice blast. Is there any way for the blast superpower to work like the SR3 grenades and show the weapon switching hands?
Here are the two animations I tweaked in anim_files.xtbl, I had to keep the "impact_start" trigger in order for the animation to quit looping when I threw a blast in-game:
these are the tags I'm using in plym.xtbl to change the animations:
Thank you for any and all responses.
I've been trying to make a mod where the player character keeps his weapon during the blast animation. I have some experience with xml and lua, but I can't figure this one out.
I have the grenade animations (like in SR3) attached to the blast animations in the plym.xtbl, but for some strange reason, even if I comment out all instances of <flag>hide_weapon</flag> from the anim_files.xtbl, the gun still disappears from the MC's hands when I perform ice blast. Is there any way for the blast superpower to work like the SR3 grenades and show the weapon switching hands?
Here are the two animations I tweaked in anim_files.xtbl, I had to keep the "impact_start" trigger in order for the animation to quit looping when I threw a blast in-game:
Code:
<Anim_file>
<Animation>
<Filename>plym_ps_grndtss_sd.animx</Filename>
<Preload>True</Preload>
</Animation>
<Triggers>
<Trigger>
<Name>throw item</Name>
<Frame>13</Frame>
</Trigger>
<Trigger>
<Name>impact start</Name>
<Frame>13</Frame>
</Trigger>
<Trigger>
<Name>free move</Name>
<Frame>35</Frame>
</Trigger>
<Trigger>
<Name>jump to stand</Name>
<Frame>40</Frame>
</Trigger>
<Trigger>
<Name>face camera start</Name>
<Frame>1</Frame>
</Trigger>
<Trigger>
<Name>face camera end</Name>
<Frame>37</Frame>
</Trigger>
<Trigger>
<Name>movement lock</Name>
<Frame>1</Frame>
</Trigger>
<Trigger>
<Name>movement unlock</Name>
<Frame>37</Frame>
</Trigger>
<Trigger>
<Name>left-foot</Name>
<Frame>18</Frame>
</Trigger>
<Trigger>
<Name>right-foot</Name>
<Frame>35</Frame>
</Trigger>
</Triggers>
<IKs/>
<Misc>
<prop>
<Frame>2</Frame>
<Action>Move</Action>
<Object>weapon</Object>
<Dest>self</Dest>
<Dest_Tag>Left Hand</Dest_Tag>
</prop>
<prop>
<Frame>28</Frame>
<Action>Move</Action>
<Object>weapon</Object>
<Dest>self</Dest>
<Dest_Tag>Right Hand</Dest_Tag>
</prop>
</Misc>
<Flags>
<Flag>No_IK</Flag>
</Flags>
</Anim_file>
<Anim_file>
<Animation>
<Filename>plym_rfl_grndtss_sd.animx</Filename>
<Preload>True</Preload>
</Animation>
<Triggers>
<Trigger>
<Name>throw item</Name>
<Frame>13</Frame>
</Trigger>
<Trigger>
<Name>impact start</Name>
<Frame>13</Frame>
</Trigger>
<Trigger>
<Name>free move</Name>
<Frame>34</Frame>
</Trigger>
<Trigger>
<Name>jump to stand</Name>
<Frame>37</Frame>
</Trigger>
<Trigger>
<Name>face camera start</Name>
<Frame>1</Frame>
</Trigger>
<Trigger>
<Name>face camera end</Name>
<Frame>25</Frame>
</Trigger>
<Trigger>
<Name>movement lock</Name>
<Frame>1</Frame>
</Trigger>
<Trigger>
<Name>movement unlock</Name>
<Frame>25</Frame>
</Trigger>
<Trigger>
<Name>pickup item</Name>
<Frame>5</Frame>
</Trigger>
</Triggers>
<IKs/>
<Misc>
<prop>
<Frame>2</Frame>
<Action>Move</Action>
<Object>weapon</Object>
<Dest>self</Dest>
<Dest_Tag>Left Hand</Dest_Tag>
</prop>
<prop>
<Frame>38</Frame>
<Action>Move</Action>
<Object>weapon</Object>
<Dest>self</Dest>
<Dest_Tag>Right Hand</Dest_Tag>
</prop>
</Misc>
<Flags>
<Flag>Block_Translation</Flag>
<Flag>Combat_Ready</Flag>
<Flag>No_IK</Flag>
</Flags>
</Anim_file>
these are the tags I'm using in plym.xtbl to change the animations:
Code:
<Action><ID>run back blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run forward blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run left blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>run right blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>stand back blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>stand forward blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>backpedal left blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>walk forward blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>walk left blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>walk back blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>walk right blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>crouch blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>crouch walk forward blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
<Action><ID>crouch walk right blast</ID><Animation><Filename>plym_ps_grndtss_sd.animx</Filename></Animation></Action>
Thank you for any and all responses.