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[SCRIPT] Akimbo Dual Worldmodels

Game Asset Reversing | Releases


ModmeBot:

Thread By: Scobalula






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I didn't see anything released/posted for this on UGX and other sites, and after porting DW anims for player, I decided to make a quick script for it.



First off, if you're reading this thread, and you are interested in getting the DW player anims, please read Harry's tutorial here on getting the animations from BO1:



http://ugx-mods.com/forum/index.php/topic,9675.0.html





Adding The Scripts





Make to sure to DL the script before continuing.



Make sure to copy the stuff from maps folder to your mod's maps folder, located in root/mods/modname/maps.



Copy _zombiemode.gsc from root\raw\maps if you don't have it in your mods folder.



Open it and add this below the _zombiemode_perks call:



maps\_zombiemode_dw_attach::init();



So it should look like this:



maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();    
maps\_zombiemode_perks::init();
maps\_zombiemode_dw_attach::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();



Setting Up For Your Weapon





If we open the _zombiemode_dw_attach.gsc you can add your dw weapons from here.



First, take a look at this:



// Precach Weapon Models
// PrecacheModel(GetWeaponModel("weapname"));



We need to precache the models in order to be used in script.



So we precache the model/s of our DW weapons, example:



PrecacheModel(GetWeaponModel("mr6_upgraded"));



GetWeaponModel is easier to use in the event we ever modify our weapon's worldmodel no need to edit the script.



It should look like this for example for you depending on how many models you want to precache:



// Precach Weapon Models
// PrecacheModel(GetWeaponModel("weapname"));
PrecacheModel(GetWeaponModel("mr6_upgraded"));



Next scroll down to the bottom and notice this function:



DWAttatch()
{
    while(1)
    {
        self.weap_model = GetWeaponModel(self GetCurrentWeapon());
        self waittill_any( "weapon_change", "weapon_change_complete" );
        self Detach(self.weap_model, "tag_weapon_left");

        if((self GetCurrentWeapon() == "mr6_upgraded" || "m1911_upgraded") || IsSubStr(self.weap_model, "dw") || IsSubStr(self GetCurrentWeapon(), "dw"))
            self Attach( self.weap_model, "tag_weapon_left" ); 
    }
}



There are 3 ways you can go about this, you can put dw in the name of your weapons (which isn't practical if your non-upgraded isn't dw), you can put dw in the name of the worldmodel which is my favourite way of doing it and means I only have to precache them instead of editing the script fully, or you can manually check for them. I left in the mr6_upgraded and m1911 check for example.



That should be it, you can credit me if you want.



Make to tick the script/s in launcher. If there are any errors/you run into issues let me know. Enjoy.