weapon replication

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Rakiayn
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Posts: 550
Joined: Fri Aug 28, 2009 3:33 pm

weapon replication

Post by Rakiayn »

Code: Select all


simulated function PlayFiring()
{
LoopAnim( 'charging', 0.5 + firespeed * FireAdjust, 0.05 );
}

simulated function Fire( float Value )
{
code...
}


I have problems with replication of my weapon.
when the weapon is not supposed to fire, the loopanim in the playfiring function is still called on the clientside.
I tried to fix it but I havent been able to
any ideas?
JackGriffin
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Joined: Fri Jan 14, 2011 1:53 pm
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Re: weapon replication

Post by JackGriffin »

Need more code to find the problem. What's your resting animation, meaning what's the animation that is being called otherwise like "Idle"?
So long, and thanks for all the fish
User avatar
Rakiayn
Masterful
Posts: 550
Joined: Fri Aug 28, 2009 3:33 pm

Re: weapon replication

Post by Rakiayn »

Code: Select all

simulated function PlayIdleAnim()
{
	if ( Mesh != PickupViewMesh )
		LoopAnim('still', 0.3,0.4);

}
JackGriffin
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Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: weapon replication

Post by JackGriffin »

Just send me the class by mail. Doing it by nuggets isn't going to get anywhere.
So long, and thanks for all the fish
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