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Better control over weapon animations #41

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aaronfreed opened this issue Nov 30, 2024 · 0 comments
Open

Better control over weapon animations #41

aaronfreed opened this issue Nov 30, 2024 · 0 comments

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@aaronfreed
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aaronfreed commented Nov 30, 2024

Currently, if you have a firing sequence that is 7 ticks long, and the physics has a 2-tick wait period, my understanding is that it will play the entire firing sequence before it will fire again. It would be nice to be able to tell the game to simply go back to the loop frame of the animation (or the start of the entire thing, or to the key frame). The same could go for a few other things. Furthermore, it would be nice to be able to control when it plays reload animations, for which triggers it plays reloads, to define a second reload sequence for the alt-fire, to define a “taking weapon out” animation, to define a “putting weapon away” animation, separate “unload” and “load” sequences, and that’s just off the top of my head. Some of these are “easy” (as in, everything is probably already there) and some of them are probably harder, since you’ll need to write new hooks for them. Some may have to be defined using MML and/or Lua if we don’t want to require a new physics model format.

While we’re at it, fixing the bugs in animated idle and animated charging sequences would also be nice, as would fixing the issues with the weapons randomly switching after reloading in certain cases, or the alt-fire of the fusion pistol just glitching out and refusing to stop charging (thus killing the player in standard M2 physics). I will make issues for those… eventually.

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