i'm porting bo2 pap models with its animations, i tried to fix them in maya and exported in 7 different xanim.
I scripted a testing gsc to play these anims on pap model, but in game if i use the Animscripted() function, the model play only 1 anims per time and not multiple anims at same times.
then i tried to use SetAnim() function but this doesn't play any anim and i don't know why
here there is the code
// other #using... #precache( "model", "p6_zm_tm_packapunch" ); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim"); #precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim"); #using_animtree( "zm_origins_pap" ); #namespace zm_testing; REGISTER_SYSTEM( "zm_testing", &__init__, undefined ) function __init__() { level flag::wait_till( "start_zombie_round_logic" ); thread test_pap(); } function test_pap() { str_notify =""; model = GetEnt("zm_origins_pap", "script_noteworthy"); // this is placed in radiant model UseAnimTree( #animtree ); for( i = 1; i <= 7; i++ ) { str_notify = "pap_part" + i + "_start"; switch( i ) { case 1: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim ); break; case 2: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim ); break; case 3: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim ); break; case 4: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim ); break; case 5: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim ); break; case 6: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim ); break; case 7: // model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim ); model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim ); break; default: IPrintLnBold("ERROR"); break; } GetPlayers()[0] waittill("weapon_fired"); } test_pap(); }
Could someone tell me how to resolve my issue, please?