I'm trying to implement strafing animations for the skaarj, but for some reason the strafing animations won't loop, so it looks like the skaarj is sliding. I have the right animations set in PlayRunning and TweentoRunning. I took code from UT to make sure the problem wasn't because of mine, and the same thing happens. What's confusing me is that other animations will work in place of the strafing animations. I remember the same thing happening with an early MCoop predator that I stopped working on, only the problem was with the running animation.
After doing things I thought would be way more difficult, this is pretty annoying. Why would one animation play when another wouldn't?
First person weapons for MCoop
- AlCapowned
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Subject: Re: First person weapons for MCoop
Post Posted: 16 Dec 2012, 14:58
- UB_
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Subject: Re: First person weapons for MCoop
Post Posted: 18 Dec 2012, 00:45
Checked also Oldskool's SkaarjTrooper player code? That one had the proper strafing animations. But welcome to the dark side of animations fucking up for no reason in Unreal.
- AlCapowned
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Subject: Re: First person weapons for MCoop
Post Posted: 29 Dec 2012, 01:52
I still haven't found a way to fix that problem, but I've been adding some of the different skaarj from the mothership levels, like the ice skaarj berserker and various cryoskaarj. Are there any other modified pawns from Unreal I should add?
- makemeunreal
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Subject: Re: First person weapons for MCoop
Post Posted: 29 Dec 2012, 07:12
Queen
Qtit's titans.(alternate pawns)
Qtit's titans.(alternate pawns)
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."
- UB_
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Subject: Re: First person weapons for MCoop
Post Posted: 29 Dec 2012, 11:51
I'm pretty sure that anim problem is never going to be fixed unless hax
And no, besides the Mothership special Skaarj, there are no other interesting variations of existing creatures in Unreal.
And no, besides the Mothership special Skaarj, there are no other interesting variations of existing creatures in Unreal.
- Z-enzyme
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Subject: Re: First person weapons for MCoop
Post Posted: 29 Dec 2012, 12:06
I can reimport the skaarj for you, this could fix the problem.
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Subject: Re: First person weapons for MCoop
Post Posted: 29 Dec 2012, 17:05
Thanks Qtit, I really appreciate the help. Is there anything I need to give you?
- Gizzy
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Subject: Re: First person weapons for MCoop
Post Posted: 30 Jan 2013, 01:29
I don't have much to report. The predator and spinner animations aren't suitable for weapons, so I'm probably going to make new ones. The space marine pawn is working well so far, and I was able to give it accurate teleport effects (same for the queen). The mercenary shield effect is now visible in first person. The queen, titan, and warlord all wait for 3 seconds before making injury noises. I'm making new animations for the hawk that should work well for the weapon.
That's pretty much it.
That's pretty much it.
- Gizzy
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Subject: Re: First person weapons for MCoop
Post Posted: 30 Jan 2013, 12:38
Any chance of a demo version soon? I've not really been interested in mcoop up until now
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Subject: Re: First person weapons for MCoop
Post Posted: 30 Jan 2013, 17:13
Not really. There are still a few weapons I have to finish, some major bugs that need to be fixed (mostly crouching and animation related), and I still need to set up the gametype and login mutator and stuff. I guess I won't include the RtNP pawns in the beta release to save time.
- Z-enzyme
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Subject: Re: First person weapons for MCoop
Post Posted: 01 Feb 2013, 17:19
This weekend I should have time to extract this skaarj for ya. At least I hope so.
- AlCapowned
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Subject: Re: First person weapons for MCoop
Post Posted: 02 Feb 2013, 13:22
It's not a big deal if you don't. This whole strafing issue has taken way more time than it deserves.
- UB_
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- Shivaxi
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Subject: Re: First person weapons for MCoop
Post Posted: 18 Apr 2013, 05:59
i always wanted the krall staff weapon as a weapon =p
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