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Origins pap animations in bo3 help

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Created 7 years ago
by jakob9696
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Date Registered: 18 August 2015
Last active: 4 years ago
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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

Code Snippet
Plaintext
// 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?
Last Edit: December 03, 2016, 06:40:20 pm by jakob9696

 
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