Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
The mission I long sought for many years is now complete!
I finally figured out how to get custom handweapons to work with WORKING animations as a mapside mod!
My Dystopia map is starting to turn into a complete self contained mod. Hot diggity dog!
Basically I take all the Thompson animation state code and rename them to the custom handweapon.
(much of it is not recreated for most weapons. The copystate commands assign many weapons to share this code)
It seems I only had to do this to one weapon before the copystate commands started working. The Thompson animation states can't be recreated, so I made M1Garand (which originally had it's code fubar'd by Interstate's main animation rfa con files) the replacement.
Small snippet of the M1Garand.con file I have which is loaded from staticobjects.con:
(existing BAF Files can be used from the main mod if they exist there, but if your base weapon is new, then yes the baf files need to be included into your map RFA as well).
Note the include command at the end. This seems to finally get the copystate commands to work, so I didn't have to repeat this for my minitank handweapon. (I found out because debugger was nagging me about the animation states for the minitank weapon already existing. )
This is how my INC files singleShotWeapons.inc file is configured: (which as noted above is loaded from the "copyToallWeapons.inc" referenced above in the primary weapon animation state)
Once at least one weapon has a complete set of animation states was set up, the v_arg1 in the copyState INC files functioned correctly as a mapside mod. Thus any future weapon I want to add, I can add them as if I was doing it at the main rfa level of the mod. The Thompson is basically the base animation state all other handweapons "replace" with their own animations via the copyState commands. Once the map is loaded, the copystate commands don't normally work a second time around in a mapside mod. But once a new base weapon template is created (existing animation templates can't be recreated, they have to be unique. The M1Garand in this case had it's code completely wiped out by con files in the animations.rfa of the main mod, so I was able to use that for my base weapon template since the animation states no longer existed. )
The mystery of mapside handweapons is finally solved.