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The anm_open_empty animation doesn't seem to play properly. #480
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There is no For gunslinger-style shotguns, we support the following set of animations (they don’t need [wpn_wincheaster1300]
is_gunslinger_weapon = true
hud = wpn_wincheaster1300_hud
[wpn_wincheaster1300_hud]
;добавление патрона
anm_add_cartridge = winchester1300_pistol_reload_ammo, winchester1300_reload_ammo
anm_add_cartridge_start = winchester1300_pistol_reload_start, winchester1300_reload_start
lock_time_end_anm_add_cartridge_start = 0.1
anm_add_cartridge_empty = winchester1300_pistol_reload_empty_start, winchester1300_reload_empty_start
lock_time_end_anm_add_cartridge_empty = 0.1
anm_add_cartridge_second = winchester1300_pistol_reload_empty_second_ammo, winchester1300_reload_empty_second_ammo
;конец релоада
anm_close = winchester1300_pistol_reload_end, winchester1300_reload_end
anm_close_empty = winchester1300_pistol_reload_empty_end, winchester1300_reload_end
;расклин
anm_reload_jammed = winchester1300_pistol_revival, winchester1300_revival
anm_reload_jammed_last = winchester1300_pistol_revival, winchester1300_revival |
I made an attempt, but the non-loading animations anm_add_cartridge_start and anm_add_cartridge_empty also cause the number of rounds in the chamber to increase by one, is there a solution for this? |
you can see how it works using the example of OGSR:Gunslinger Addon |
well, I can add UPD: You can download builded engine and check if it now works as you need. |
I just tested it and it works great, thank you very much! |
Even if there are no bullets left in the weapon, the anm_open_empty animation doesn't trigger properly and will only play in the order of anm_open to anm_add_cartridge_empty.
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