» Tue Sep 21, 2010 4:41 pm
The number of attack types for any given weapon type is hardcoded in the GECK. What I mean by this is that for each weapon type (unarmed, 1hp, 2ha, etc.) there are only so many attack slots that can correspond to a unique attack animation. The same is true for reload animations. However, not all the slots are used.
If you look at the 1hp (1 hand pistol) animations in meshes/characters/_male you will see that there are attack 3, attack 4, attack left, attack loop, and attack right animations. There are other slots, such as attack 1, attack 2, etc., but the total number of animations and animation names are hardcoded in the GECK.
So you should be able to use an animation slot that isn't in use. However, you will have to integrate your unique weapon pieces into the other animations for that type of weapon if you want them to work as well. This is why weapon animations are so difficult.