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I also wanted to point out that even though the weapons say they can bash it doesn't seem to be working for me however, correct if I'm wrong but I think you just didn't fully implement it yet?
Also another bug I found are some of the weapons having a weird customize inspect animation. One I can name off the top of my head is the M9, while some of the other weapons do a mag check when you go to change the skin the M9, it flips to the side and mag checks. Which looks a bit awkward but again this being "early access state" I would like to think you are aware of some of these issues but incase you didn't I wanted to point them out to you!
I'm very happy you kept up with my last comment from all the way back on the ARC9 pack! (smgs using smg ammo and so on so fourth :p)
Inspecting and drawing animations have exaggerated camera movements and they cut off 90% of the time
Inspecting animation triggered by R or closing customization menu cuts off immediately once you start moving
Is there support for attachment packs?
This addon needs VManip support (left arm flickers while doing something with the offhand and shooting at the same time, in the typical TFA fashion)
On relatively rare occasion reload animations cut off the at the very end
For now... Also, would like to note that although rigging is generally improved over ARC9, there are instances where bones look a lot more natural on some ARC9-version SCP:5K weapons
2. I dont know what and how, as its looks fine on my client.
3. Nothing I can think of atm, since the walking animation overwrites the inspect anims, im not removing the walking anims.
4. Cant figure it out, might make a github if people want to make direct changes to the project via branches.
5. I already improved the offset of the overall position for the VM so any VManip actions are actually visible, it didnt used to be like that before. Dont know how much I can improve it.
6. What
7. I use a different method for the rigging, its faster and more reliable but needs more manual tweaks. Which is why the rotation for said bones might look off sometimes.
Btw, are you aware of this[staging.streamable.com]? I think that's the case for most weapons, haven't got time to test 'em all though
It's a long standing issue for 80-90% of all TFA weapons specifically. I don't know how, but people have come up with a way to fix this (although this still is an issue on a select few ArcCW, ARC9, etc. weapons, it generally doesn't happen that often outside of TFA) Most of this guy's Warface weapons (except for KAC Chainsaw, that's for sure) work as intended with VManip. I hope all of this is at least slightly helpful
another thing is different animations if the gun has a bullet ready or if not, like, the assault rifles, it doesn't make sense for the character to pull the bolt back if I haven't fully emptied the mag, since he'd be wasting a bullet, but as I said, it's just nitpicking and it's more than fine the way it is and if this is something that you don't feel like doing
on the glock its noticeable