Description

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!

Preview
[1.5.2] MP412 Rex Reanimation v3.2
Post comment Comments
Aoldri Author
Aoldri - - 102 comments

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.

Reply Good karma+4 votes
YuriVernadsky
YuriVernadsky - - 424 comments

Awesome! Tks for this!

Reply Good karma Bad karma+3 votes
BarryBogs
BarryBogs - - 383 comments

Great Work! Cant Wait To Play With It More In-game <3

Reply Good karma Bad karma+2 votes
SenisterDenister
SenisterDenister - - 128 comments

It's a double-action revolver, why is he cocking the hammer back every shot?

Reply Good karma Bad karma+12 votes
Aoldri Author
Aoldri - - 102 comments

Stylistic choice, and the top-break reminded me of those old wild west SA revolvers.

Reply Good karma+4 votes
JadeyMoyaison
JadeyMoyaison - - 123 comments

You mean Model 3 revolvers, right?

Reply Good karma Bad karma+1 vote
Aoldri Author
Aoldri - - 102 comments

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).

Reply Good karma+2 votes
Guest
Guest - - 689,782 comments

Perhaps it was just necessary to give the player a choice and make 2 types of shooting animation

Reply Good karma Bad karma+1 vote
Icehoof
Icehoof - - 4 comments

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

Reply Good karma Bad karma+2 votes
akanekuronai02
akanekuronai02 - - 14 comments

More reanimation!! thanks!

Reply Good karma Bad karma+1 vote
IronRec
IronRec - - 9 comments

Just a couple of suggestions

1. Alienating 1.5.1 is a mistake
2. Cocking double action?

Reply Good karma Bad karma+12 votes
Aoldri Author
Aoldri - - 102 comments

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.

Reply Good karma+8 votes
TacoWithChela
TacoWithChela - - 306 comments

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.

Reply Good karma Bad karma+3 votes
KronQ
KronQ - - 277 comments

Feel free to port 1.5.2 engine features to 1.5.1. It's all open source. 😃

Reply Good karma Bad karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

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.

Reply Good karma Bad karma+6 votes
M4K5P0W3R
M4K5P0W3R - - 284 comments

Автор, сделай две версии своего мода, с постоянным взводом бойка и с взводом 1 раз при перезарядке , будем благодарны )

Reply Good karma Bad karma+1 vote
JadeyMoyaison
JadeyMoyaison - - 123 comments

YESSSS!!!

Reply Good karma Bad karma+1 vote
tint08771
tint08771 - - 669 comments

eft reposition ?

Reply Good karma Bad karma+1 vote
Eliososa
Eliososa - - 412 comments

YEEEES THANKS!!!

Reply Good karma Bad karma+1 vote
TheDepthDonut
TheDepthDonut - - 16 comments

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

Reply Good karma Bad karma+2 votes
JadeyMoyaison
JadeyMoyaison - - 123 comments

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

Reply Good karma Bad karma+1 vote
Jo3f1sh
Jo3f1sh - - 13 comments

Just FYI, the ejection animation is ejecting unfired rounds. Probably a limitation of the game, though.

Reply Good karma Bad karma+1 vote
JadeyMoyaison
JadeyMoyaison - - 123 comments

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.

Reply Good karma Bad karma+1 vote
Jo3f1sh
Jo3f1sh - - 13 comments

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.

Reply Good karma Bad karma+1 vote
Icehoof
Icehoof - - 4 comments

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

Reply Good karma Bad karma+1 vote
Strogglet15
Strogglet15 - - 1,327 comments

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.

Reply Good karma Bad karma+2 votes
Aoldri Author
Aoldri - - 102 comments

It's my pleasure, everything in PPP is super cool. Also, I would welcome that day if it comes.

Reply Good karma+1 vote
Guest
Guest - - 689,782 comments

do i really need MO2?

Reply Good karma Bad karma-1 votes
Aoldri Author
Aoldri - - 102 comments

Yes.

Reply Good karma+1 vote
Harald_ino
Harald_ino - - 249 comments

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.

Reply Good karma Bad karma+1 vote
Aoldri Author
Aoldri - - 102 comments

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.

Reply Good karma+1 vote
Harald_ino
Harald_ino - - 249 comments

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.

Reply Good karma Bad karma+1 vote
Aoldri Author
Aoldri - - 102 comments

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.

Reply Good karma+2 votes
Harald_ino
Harald_ino - - 249 comments

I will look into it and see if I can solve it, my modpack is huge but there must be a reason.

Reply Good karma Bad karma+1 vote
Icehoof
Icehoof - - 4 comments

i noticed that after upgrading it, it didnt put the scope on untill i went to a tech to apply the upgrade

Reply Good karma Bad karma+1 vote
holloeh
holloeh - - 10 comments

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.

Reply Good karma Bad karma+3 votes
stepanyath
stepanyath - - 28 comments

Is there any way to make bas-like repos? For me it appears too far

Reply Good karma Bad karma+1 vote
MotaRin
MotaRin - - 35 comments

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

Reply Good karma Bad karma+2 votes
SHADOW-F
SHADOW-F - - 52 comments

The reload sound does not work for me. what is the problem?

Reply Good karma Bad karma+1 vote
Aoldri Author
Aoldri - - 102 comments

If you're talking about when holding a detector, it's fixed in latest version of Universal Animations Scripts: Github.com

Reply Good karma+1 vote
tint08771
tint08771 - - 669 comments

no reload sound when holding detector, flashlight, or other things

Reply Good karma Bad karma+1 vote
Aoldri Author
Aoldri - - 102 comments

Fixed in latest version of Universal Animations Scripts: Github.com

Reply Good karma+1 vote
SniperHellscream
SniperHellscream - - 981 comments

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

Reply Good karma Bad karma+2 votes
D3LastHope
D3LastHope - - 70 comments

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.

Reply Good karma Bad karma+1 vote
TomasaurusREKT
TomasaurusREKT - - 328 comments

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.

Reply Good karma Bad karma0 votes
vfhugo
vfhugo - - 2 comments

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

Reply Good karma Bad karma+1 vote
oozish
oozish - - 315 comments

This is fantastic but for some reason no sound when using ammo check? Any tips?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: