Quote: "Did you do the left arm and hand pressing the keys on the code panel?"
If you mean did I animate them, no, I used the stock animations, which apparantly (if I understand correctly), have been there since an earlier update, but until 1.19 weren't functional.
I copied over the animations from Cyborg Art's readme file in each gun's folder, and pasted them into each gunspec file, then scripted them to work when using various doors & switches.
For example, here's the readme file for the WW2 Colt .45;
Hi!
I got the honor re-rigging all stock weapons to my new animations, and some new cool hands made in cooperation with Sebastian Kim.
Because the gunspec went too massive with all the new animationframes I had to cut them out in order to get sounds playing.
This is just til there is a solution for this in an upcoming update.
Also notice that no work has been laid upon the extra sounds, this will come in a future update.
Cheers!
Joakim Olsson
aka Cyborg Art
jammed = 606,612
fix jam = 620,660
zoomto =207,212
zoom idle =213,233
zoom move =236,259
zoom start fire = 261,268
soom end fire = 269,276
zoomfrom =279,284
checkammo standard = 285,327
checkammo special = 328,375
changeammo st = 421,470
changeammo sp = 376,420
hold down start = 471,478
hold down idle = 479,510
hold down end = 512,518
mod start = 519,535
mod idle = 537,569
mod end = 571,585
run = 586,604
putaway 2 = 684,694
select 2 = 694,710
change firemode = 670,683
melee start = 714,719
melee end = 720,733
melee hand start= 734,742
melee hand end = 743,750
grenade start = 751,761
grenade end = 762,770
command attack = 771,796
command regroup = 797,832
command hold = 833,856
bayonet start = 857,863
bayonet end = 864,869
hand push = 870,888
hand dead = 889,945
hand door = 946,977
hand button = 978,997
hand take = 998,1025
And here's the animations pasted into the Colt's Gunspec file;
;HUD animation frames list
keyframe ratio = 1
;select = 0,17
Idle = 18,51
Move = 55,70
fire = 73,81
reload = 88,138
;reload = 139,199
useempty = 1
empty reload = 139,198
;putaway = 1026,1040
run = 586,604
putaway = 684,694
select = 694,710
jammed = 606,612
fix jam = 620,660
zoomto =207,212
zoom idle =213,233
zoom move =236,259
zoom start fire = 261,268
soom end fire = 269,276
zoomfrom =279,284
checkammo standard = 285,327
checkammo special = 328,375
changeammo st = 421,470
changeammo sp = 376,420
hold down start = 471,478
hold down idle = 479,510
hold down end = 512,518
mod start = 519,535
mod idle = 537,569
mod end = 571,585
run = 586,604
putaway 2 = 684,694
select 2 = 694,710
change firemode = 670,683
melee start = 714,719
melee end = 720,733
melee hand start= 734,742
melee hand end = 743,750
grenade start = 751,761
grenade end = 762,770
command attack = 771,796
command regroup = 797,832
command hold = 833,856
bayonet start = 857,863
bayonet end = 864,869
hand push = 870,888
hand dead = 889,945
hand door = 946,977
hand button = 978,997
hand take = 998,1025
Here's a sample script for a 'press enter to use' type door, with the 'hand push' animation;
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.tga,hudname=usedoorprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=usedoorprompt,hudfadeout=usedoorprompt
:state=10,plrdistwithin=60,plrusingaction=1:presetgunanimation=handpush,activate=2
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistwithin=60,plrusingaction=1:presetgunanimation=handpush,activate=0
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0
I'm sure you probably already know how to this yourself, but thought I'd post this for those people who don't know, or aren't sure, how to do it.