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  1. #1
    MSgt. Shooter Person
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    Default Weapons Firing Animations

    I created a new set of Animations for my weapons. I wish for the animations to be played full value, however my animations will play at the rate that it is supposed to. This is okay, except for firing, because it will play at the same speed as the firing is, but I would much rather it keep repeating than to end the animation, especially because this will look choppy and sped-up for machineguns and slowed down for weapons such as bolt-action rifles.

    Does anyone know a remedy for this?

  2. #2
    Marrow Fiend
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    make a new anim.

    i always make new anims for each weapon
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  3. #3
    MSgt. Shooter Person
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    Default

    ???
    I did make a new set of animations, but what I'm getting at is that the firing anim is slowed down/sped up by the rate of fire. Is there no way to fix this?

  4. #4
    MSgt. Shooter Person
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    Default

    Yes you can fix this by tweaking the "FireInterval" value in your weapon script. Check if its there, if not try adding it & tweaking it.

    That should do the trick.
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  5. #5
    MSgt. Shooter Person
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    Ugh, that's not what I meant.

    I don't want the animation to slow down/speed up. However, I want the firing interval to be the same between each shot, but I want the animation to still play full-length instead of being slowed down.

  6. #6
    Marrow Fiend
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    the fire anim is for 1 shot, try to make the anim the right length for what you need

    eg frame count
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  7. #7
    MSgt. Shooter Person
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    Default

    Dang. I was hoping there was a way for it to just cut off and replay the animation so that when you release the trigger you get the "bounce back" animation.
    Oh well.

  8. #8
    MSgt. Shooter Person
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    Default

    Quote Originally Posted by FlamingRain View Post
    Dang. I was hoping there was a way for it to just cut off and replay the animation so that when you release the trigger you get the "bounce back" animation.
    Oh well.
    i think i know what you're talking about. study the link gun animations to see how they do it.
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  9. #9
    Marrow Fiend
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    come on it take no more tham 5 mins to do a weapon anim, then again that depend on which app your using
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  10. #10
    MSgt. Shooter Person
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    Default

    I don't think you're thinking the same thing I am.

    I animated everything... for a whole custom weapon, but what happens is that when I shoot, the animation is scaled compared to the FiringInterval speed. I don't want the animation to be scaled and instead play the animation in full.

  11. #11
    Marrow Fiend
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    ok it might be an idea to check through the UTweapon code to see if there is a max frame count for the weapon fire
    also check in the editor that your anim plays the full length
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  12. #12
    MSgt. Shooter Person
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    Default

    Ancientbump.

    Video describing the issue:

    http://www.youtube.com/watch?v=VZCGe...el_video_title

    I haven't found a workaround. I slowed the animation down so you could see it. I found a piece of code that let me control the speed of the animation. I slowed the animation, but after the length of the FireInterval, it snaps back to the idle animation. is there any way around that?


 

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