Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
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switching off dynamic weaponshake in devkit | Locked | |
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May 17 2014 Anchor | |
if you dont need dynamic weaponshake or dynamic weapon take down during sprinting, for example because you have you can switch off the weaponSHAKE by sprinting in weaponsparams.lua for each wpn by the if DynamicWeaponShake is NOT existent or set to 0, the weapon will only do the standart p_bobrol for shake(search in BasicWeapon.lua for
the 0.006 is then the standart used wpn shake. for taking down the wpn during running search in basicweapon.lua that part
and change it to
now the running condition which forces a different holdingoffset is switched off and weapon is always in the holdingoffset which is defined in WeaponParams.lua in each weapon with holdingoffset = {x=0.02,y=-0.05,z=-0.04}, --position offset in non zoom mode in Hud.lua search for that line: if (Hud.put_wpn_down_Sprinting) then and change it to Hud.put_wpn_down_Sprinting = nil; now the weapon is stable all the time and ready for your custom animations, note that now also the sprinting recognition is still availible with Edited by: pvcf |
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