Awesome looking, i'll definitely be looking at how you set up the weapon pickups this is something I've been trying to figure out. Want a weapon pickup system like that in the Halo titles.
I'am really excited to see what you end up creating with this!
My only critics and I know this is still WIP but the gun running animation is really intense! Possibly make a less violent animation and for shooting add a crosshair or create your weapons to have true ironsights.
@alvarofer0021: The additive animations are part of it. Rather then using an AnimNodeAimOffset node, the animation tree uses an AnimNodeSequenceBlendByAim node. Then you add or remove animation sets via code. As long as the animations names in each set match (aim_CU, aim_CC, ready_run, ready_idle etc) they will play and blend correctly.
The code is pretty straight forward.
Two new functions - ClearPlayerAnimSets() & AddPlayerAnimSets() - and an array for the weapon - PlayerAnimSets.
Check out the WeaponAttachmentChanged() function in tfpPawn.uc for the logic.
@YakZSmelk: Don't plan on replacing the default UDK player animations or models - you'll have to live with it
Great work, SlowJusko. I've been following your work for a while now and am keenly interested in this type of camera/control for a UDK game, so it's very generous of you to have provided your work. I'm just about to start up with the new beta, now is a good time to take a look at what you've done here
Got a slight problem, I extracted teh files as directed started teh game and it ran fine, Some really cool stuff and very well done.
However when trying to launch the game again, it just reverts back to the old game with none of your features running at all.