a possible way to get new reload anims BUT a sacrifice has t

Post » Fri May 13, 2011 5:16 pm

this is based on a idea that my friend rkelly had and he mentioned it on a forum that im not allowed to name here do to rules.

i know that in order to get new reload anims we would have to replace the reload anims of another the other way was to use velivs (i think thats his name) wasy but im not sure if it actually works. so an idea i have is to find out what are the 2 LEAST used guns /gun anims in fo3 and replace one of them reload anims.

the big question is what 2 gun are the least used in fallout. im assuming the mesmotron and the bbgun (and there reload anims) are the 2 least used but im not 100% sure. lets say it is the bbgun thats the least used since we have been wanting bulpup reloads for a while now how about replacing that reload anim with a bulpup reload and replace the gun model with a bulpup reloading airsoft gun (since airsoft guns are still bbguns) just some ideas im shooting around.
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..xX Vin Xx..
 
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Post » Fri May 13, 2011 5:14 pm

I think the Chinese Pistol reload animation is the least used. Or does it use the same as the 10mm?
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ladyflames
 
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Post » Fri May 13, 2011 6:53 am

Nah the Chinese pistol loads from the top like an old Mauser.

So there is no way at all to create an entirely new animation set? I'm sure it would be a lot of work but if someone made the entire thing wouldn't they be able to use it?
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kyle pinchen
 
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Post » Fri May 13, 2011 12:47 pm

Nah the Chinese pistol loads from the top like an old Mauser.

So there is no way at all to create an entirely new animation set? I'm sure it would be a lot of work but if someone made the entire thing wouldn't they be able to use it?


as far as i know in order to add animations you have to replace them. FOSE would have been also another idea but currently is not where OBSE is yet. and lets say if we do replace the bbgun reload anims with a bulpup rifle would any one really miss the bbgun?
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James Smart
 
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Post » Fri May 13, 2011 7:50 pm

as far as i know in order to add animations you have to replace them. FOSE would have been also another idea but currently is not where OBSE is yet. and lets say if we do replace the bbgun reload anims with a bulpup rifle would any one really miss the bbgun?


Unfortunately the BB Gun shares animations with the Lincoln's Repeater, which I imagine some people would miss a lot.
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Lexy Dick
 
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Post » Fri May 13, 2011 4:34 am

Unfortunately the BB Gun shares animations with the Lincoln's Repeater, which I imagine some people would miss a lot.


well the repeater could be remodeled to use the anims or really if a person doesnt waant to lose the anims dont DL it.

what about the mesmotron? we could always remodel a mesmotron to support bulpup anims.
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Danielle Brown
 
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Post » Fri May 13, 2011 6:34 pm

well the repeater could be remodeled to use the anims or really if a person doesnt waant to lose the anims dont DL it.

what about the mesmotron? we could always remodel a mesmotron to support bulpup anims.

Would it not be possible to release the anim as a kind of modders resource, and allow people to choose which weapon anims they replace?
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Ludivine Dupuy
 
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Post » Fri May 13, 2011 5:04 am

Would it not be possible to release the anim as a kind of modders resource, and allow people to choose which weapon anims they replace?


i guess that maybe possible. dont quote me. before we could actually get a animation to replace another we would need a animator.
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Marta Wolko
 
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Post » Fri May 13, 2011 3:37 pm


i know that in order to get new reload anims we would have to replace the reload anims of another the other way was to use velivs (i think thats his name) wasy but im not sure if it actually works. so an idea i have is to find out what are the 2 LEAST used guns /gun anims in fo3 and replace one of them reload anims.

You dont have to replace anything, just attach a script to the weapon to trigger the new reload animation.

begin gamemode	set rContainer to GetContainer                                                               ; checks for actor who has the weapon	if rContainer.GetAnimAction == 9   && rContainer.GetEquippedObject 5 == Weaponref            ; check if actor is playing reload animation and has the weapon for the custom reloadanim equipped		rContainer.CastImmediateOnSelf NewReloadAnimActorEffect                                   ; Second part of the script that plays the new anim has to be triggered through an actor effect	endifend


Second part triggered through actor effect:
begin ScriptEffectUpdate	if doOnce == 0	set rContainer to GetSelf	if rContainer == player                                               ;If player is in first person, play 1st person reload animation		if IsPC1stPerson == 1 			player.PlayIdle NewReloadAnim1stPerson		else                                                             ;Otherwise play 3rd person anim			player.PlayIdle NewReloadAnim3rdPerson		endif		EnablePlayerControls 1 1 1 1 1 1 1	else		rContainer.PlayIdle NewReloadAnim3rdPerson                        ;this part is for all other actors	endif		set DoOnce to 1	endifend

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Eileen Müller
 
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Post » Fri May 13, 2011 10:07 am

has that been tested? and would the same trick work with holding anims?
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Nicole Coucopoulos
 
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Post » Fri May 13, 2011 6:49 am

has that been tested? and would the same trick work with holding anims?

Yes this works fine for reload animations, but it won't work for just changing the "holding" anim, since getanimaction cant detect that.
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Leah
 
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Post » Fri May 13, 2011 3:34 pm

so if this works then the only problem is finding a animator/ some one with animating skills to make a new anims. the only real reload anim we need right now is bulpup and maybe p90 style reloading.
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Manny(BAKE)
 
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Post » Fri May 13, 2011 4:38 am

If we're requesting reload anims, I'd definitely like to see a bullpup reload (P90 less important) but also a pump action shotgun anim set, or at least a reload animation where one puts the shells into the side of the weapon one by one, as the 'pump' can be substituted with the lever-action animation between shots.
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Chelsea Head
 
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