{HELP} Pistol slide animations

Post » Fri Apr 29, 2011 9:01 pm

What is this ??? It's this http://www.fallout3nexus.com/downloads/file.php?id=13026

what i'm trying to achive

It's currently alpha .. it works fine but the slide moves back every time you reload a gun .. basically i need a script ..that would check for the ammo and apply the appropriate animation.

moved the custom anim to a custom folder
set up the anims in Geck as special idles

now i have to come up with a script that would detect the ammo count and apply the custom anim when needed

and add these lines

if IsPC1stPerson
player.CastImmediateOnSelf 1stpersonReloadSpell
else
player.CastImmediateOnSelf 3rdpersonReloadSpell
EnablePlayerControls 1 1 1 1 1 1 1

endif
End

i've tried using Fose commands

GetWeaponClipRounds

http://fose.silverlock.org/fose_command_doc.html#GetWeaponAmmo

nothing worked

in short :

if the clip is not empty and you press reload ==> nothing happens (vanilla anim )
if the clip is empty ==> custom anim with the slide in the rearmost position is triggered by script

i think that engine can detect the slide node in mesh so i just have to find a way to detect the ammo count




help...anyone ???

thanks in advance
Alex

here is the custom file http://www.filefront.com/16813429/pistol_slide_anims_NEW.7z

btw if you have the previous version installed remove it first
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Return to Fallout 3