Reanimation for the MP412 Rex revolver. Features transition animations when moving from walking to sprinting, sprinting to walking, and when aiming. Also features accidental discharge when unjamming!
Prerequisites
Optional Prerequisites
Installation
- Use Mod Organizer 2
- Install the zip as BAIN
- Install '01 PPP Reposition' if you're using PPP (closer to other vanilla pistols)
- Install '02 No Accidental Discharge' if you hate losing a round every time you misfire
- Install '03 EFT Reposition Patch' if you have the EFT Weapon Reposition by Sneaky
- Install '04 Compact Sight' if you're using 01 and want a smaller sight to replace the Docter (PPP REQUIRED)
- Install '05 Compact Sight' if you have EFT Reposition and want a smaller sight to replace the Docter (PPP REQUIRED)
- Make sure this overrides / has higher priority than PPP, if you're using it
- Install 06 if you want ammo check animations
- Install 07 if you want to be able to unjam by attempting to fire (has percentage chance of success)
- Install 08 if you're using PPP
- Download and Install latest version of my Universal Animations Scripts on Github and make sure it overrides every animation mod / has highest priority.
- This should ensure the latest version of this set of scripts is used since it is currently in active development and is used in other (re)animation mods.
Video Demo
Addons used in demo: JSRS Sound Mod; Michiko's Weather Revamp Revised; Enhanced Shaders; Screen Space Shaders; T.H.A.P. Rework; Weapon Parts Overhaul; EFT Weapon Reposition; Arti's Ballistics
Known Issues
- Revolvers can spawn with sights attached, but do not allow re-attachment once removed.
The Future
May make my own rebalance to make the Rex a high accurate, slow-firing pistol. No plans for this.
May revisit making camera animations when I'm better at them. No plans for this.
FAQ
- "The MP412 Rex is DA/SA! Why do you always cock the hammer?"
- Stylistic choice, and the top-break reminded me of those old wild west SA revolvers.
- Also, animating it DA looks strange because the gun fires the instant you press the key when in reality it should have some delay due to the longer trigger pull as the DA cocks the hammer.
- "The PDA plays the wrong animation for draw and holster!"
Comments
- Anomaly 1.5.1 will not be supported. If you ignore this, it *might* work, but sounds and some animations will be missing.
- Compatible with existing repositions.
- Incompatible with any addons that change the model of the MP412 or change the MP412 upgrades.
- If you have a reproducible bug, report it on here or on the Anomaly Discord. Please include clear instructions on how to replicate it, alongside your error log.
- Probably compatible with BAS, idk I don't use it. If not, yell at me at the places described above.
Credits
A huge thanks to those in the Testudo Cohort. In particular: Apathy Knight for feedback and improving the hand grip; Jadey M for feedback and walking/sprinting; Firebreath for finetuning details in the reload; and Barry Bogs for feedback and playtesting in-game.
Credits to those who worked on the Pretty Pistols Pack, namely Blackgrowl, Eprdox, and Siks who worked on the FNX-45 Tactical, which I butchered from for their sight.
Changelog:
v3.2
- Fixed ADS position of Compact Sight when using PPP Reposition (Thanks Diealot!)
- Made the cocking animation interpolate slower at the start (looks smoother)
v3.1
- Fixed crash when equipping PDA without WPO (Thanks NLTP_ASHES!)
v3.0
- Changed model to use PPP's new model for the revolver (Thanks Blackgrowl!)
- Added optional ammo check animations
- Changed sprint pose to improve interpolation
- Added cancelling of sprint transitions when stopping mid-sprint (Thanks Firebreath!)
- Added optional folder to automatically unjam (with some percentage chance) when pressing the fire button
- Improved draw and holster animations
- Improved shoot animation
- Shortened unjam animation
- Removed debugging prints
- Changed idle2aim transition to a simple forward-backwards motion
- Added 08 PPP Patch
- Moved motion mark of reloads earlier to bullet insertion, rather than cylinder close
v2.0
Not compatible with addons that modify MP412 upgrades.
- Sharpened front post of ironsights
- Made C-More, Electro-Sight attachable (locked behind upgrade)
- Added Docter sight (locked behind upgrade, enabled in 00 Core by default)
- Added Compact sight (locked behind upgrade, replaces Docter sight, requires PPP)
- Changed hand grip (Thanks Apathy Knight!)
- Added more in-between animations for more fluidity
- Adjusted wrists during reloading animation to bend more normally (Thanks Jadey and SushiCat!)
v1.0
Initial Release.
Awesome! Tks for this!
Great Work! Cant Wait To Play With It More In-game <3
It's a double-action revolver, why is he cocking the hammer back every shot?
Stylistic choice, and the top-break reminded me of those old wild west SA revolvers.
You mean Model 3 revolvers, right?
Yeah, like the Schofield. I also used the Webley revolver as a reference since there's few good videos for close-ups with top-breaks (that or my Google-fu is lacking).
Perhaps it was just necessary to give the player a choice and make 2 types of shooting animation
not cocking the hammer can also screw with accuracy cause revolvers have really heavy triggers if you dont **** them maunually
thats my reason at least, you can say "skill issue" if you like
More reanimation!! thanks!
Just a couple of suggestions
1. Alienating 1.5.1 is a mistake
2. Cocking double action?
Get with the times, old man.
More seriously, 1.5.2 provides functionality for playing animation on-the-fly which 1.5.1 does not have. I have no interest in supporting backwards compatibility, especially when 1.5.2 is compatible with the vast majority of addons in the first place.
yeah well not everyone wants to import their 1.5.1 modlist to 1.5.2 yet, even if the vast majority of addons are compatible, theres still few important ones that are not updated yet, is safe to say that at least 60% of people with a fairly big addon list still play in 1.5.1 due to very obvious reasons.
Feel free to port 1.5.2 engine features to 1.5.1. It's all open source. 😃
I agree. We're so fresh into transition that 151 compatibility makes sense and will continue to make sense for a long while still - I can't be the only person with 250+ mods not interested in an instant update.
Автор, сделай две версии своего мода, с постоянным взводом бойка и с взводом 1 раз при перезарядке , будем благодарны )
YESSSS!!!
eft reposition ?
YEEEES THANKS!!!
Thanks for the awesome animation.
But can you please also do one for 1.5.1? As you've said you got no interests in supporting 1.5.1, so it's fine if you don't want to, but it would be very helpful for those of us who still uses 1.5.1
I don't know much about coding, but I believe that 1.5.2 allowed more animation states. You might have some issues with it using 1.5.1 although I don't actually know
Just FYI, the ejection animation is ejecting unfired rounds. Probably a limitation of the game, though.
Isn't that what most top-break ejectors are supposed to do?
It's not a swing-out cylinder where you can stop the unfired rounds from ejecting.
Right, but looking at the video, it's ejecting live rounds after he already fired all of them (instead of empty casings). Like I said, probably a limitation of the game since the models of rounds that are loaded are the same that are ejected whether they are fired or not.
my top break is only a .22, but the ejector doesnt go out far enough to knock unfired rounds out, just spent ones, since they dont have the bullet part to hold it in the cylinder, so i usually just push them back in before snapping it back, since i dont have speed loaders like the mod does
Thank you for mentioning Pretty Pistols Pack, Blackgrowl actually had a beautiful MP412 he planned to add until the original animator he acquired decided to quit abruptly, but he still plans to add it one day.
It's my pleasure, everything in PPP is super cool. Also, I would welcome that day if it comes.
do i really need MO2?
Yes.
What does the 1.6x Reflex sight upgrade do? The other one lets you attach the the sights but that one is a mystery to me.
Attaches a compact sight or a Docter sight, depending on what option you installed (See the demo video at 41 seconds). The sight can't be removed or replaced.
It was mainly an exercise to see if I could add unique sights that were locked behind upgrades, that didn't require an item.
Okay. I have the scope update installed which came with the last update of the mod which uses the Boomsticks and Sharpsticks sights, with that enabled one upgrade enables the scopes the other does nothing.
It works for me with BaS enabled. You can try redownloading this MP412 reanimation since you might have downloaded an old test version I uploaded by mistake.
Otherwise, I'll need to know what options you selected and your error log might be useful if the script silently crashed.
I will look into it and see if I can solve it, my modpack is huge but there must be a reason.
i noticed that after upgrading it, it didnt put the scope on untill i went to a tech to apply the upgrade
This is really good but the transition between running and walking looks weird as hell. Human arms do not move like that, it looks like I'm made of jell-o.
Is there any way to make bas-like repos? For me it appears too far
Hi, because of this addon, now the PDA gets without the power-up animation (pressing the power button). There is also probably no animation when the PDA runs out of battery, but I'm not sure.
I'm sure it's this addon because after deleting everything was fixed
UPD: After installing Universal Animations Scripts on Github which was mentioned in the description, everything was fixed. My bad
Perfect animations by the way but I think cocking the trigger is superfluous. It was beautiful to have two variants
The reload sound does not work for me. what is the problem?
If you're talking about when holding a detector, it's fixed in latest version of Universal Animations Scripts: Github.com
no reload sound when holding detector, flashlight, or other things
Fixed in latest version of Universal Animations Scripts: Github.com
hello friend, I can't put scopes on the weapon, I think there is some compatibility problem with the Full Upgardes DLTX Mod since it does not allow me to update the scope section. Could you also indicate a specific load order please, I am using PPP and Universal Animation Script
PS: when I let the universal animation script overwrite the whole game it fails
It seems that compact and default Barska electro, c-more sights are not positioned correctly when ADS with the latest Preety Pistols Pack from Oct 10.
Edit: I managed to fix it by myself with Draggable HUD addon, but still.
Dude people on 1.5.1. quit crying because you either don't wanna lose a save or your internet is too **** to update. World doesn't revolve around you.
Is it compatible with EFT? I followed the install instructions and made sure I had all the pre-requisites, but on loading a save I get a Fatal Error:
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpР
Line: 262
Description : fatal error
Arguments: 1: [Lua]...
anomaly\gamedata\scripts\aol_mp412_monkeypatches.script(98):
on_game_start
LUA error: ...
anomaly\gamedata\scripts\aol_mp412_monkeypatches.script:98:
attempt to call field 'callback_add' (a nil value)
Check log for details
stack trace:
Press OK to abort execution
plz help me loves revolvers, I'd live to try out this mod
This is fantastic but for some reason no sound when using ammo check? Any tips?