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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: editting the grenade launcher
fetz
General Member
Since: Aug 16, 2006
Posts: 10
Last: Sep 15, 2009
[view latest posts]
Level 0
Category: CoDWW Scripting
Posted: Tuesday, Sep. 15, 2009 12:14 am
it could be the reload_add will do it .. havent tested that one yet. will let ya know how it goes. thx again
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fetz
General Member
Since: Aug 16, 2006
Posts: 10
Last: Sep 15, 2009
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Level 0
Category: CoDWW Scripting
Posted: Tuesday, Sep. 15, 2009 08:26 pm
after many test.. still no luck finding the setting for gl raise or reload times.
all of these settings tested:
reloadTime
reloadEmptyTime
reloadEmptyAddTime
reloadAddTime
rechamberTime
rechamberBoltTime
raiseTime
altRaiseTime
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Tuesday, Sep. 15, 2009 08:37 pm
Lets take a concrete example - gl_m1garand_mp.

In that weapon file, the animation to load the grenade for the first time is this:

firstRaiseAnim = viewmodel_m1garand_grenade_first_pullout

The time to control that is:

firstRaiseTime = 2.2

If you lengthen the firstRaiseTime to 3, it makes no difference at all in slowing down the animation, which to me, suggests the shortest time for the animation is set in Maya when making the animation (which is apparently 2.2), not in a weapon file setting. So, I dont believe you can slow down the animation. Speed it up - yes! But not slow it down.

Take it from there.
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