Well now that I have exhausted all routes I have come to make an actual post on this.
I have been trying to make more then 1 secondary weapon function with a melee unit, that uses a DIFFERENT animation, as there is FIRE, FIRE2 and CHARGE in the combo to be used.
After trying many many things I have come to the conclusion that the documentation was right.
So what is the proper order, is it 0,1,2 or 1,2,3, or does he mean the combo OffhandAnimations in order? Because this is how mine look, and Thrust is overriding everything currently.// OffhandAnimation defines an animation that replaces weapon use
// animations. For example, replacing the FIRE, FIRE2 or CHARGE
// animations with our own animations when a character has
// this lightsaber equipped means that, for example,
// we can replace the FIRE animation with a force-using
// animation, that the weapon will then play instead of
// rifle firing. FIRE and FIRE2 are the 2 animations a weapon
// can use – look at com_weap_inf_force_pull or _push for
// an example (the “FireAnim =” line).
// If you are replacing FIRE and FIRE2 or CHARGE, they MUST
// be replaced IN ORDER or FIRE will override everything else.
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
OffhandAnimation("stand_useforce", "FIRE");
OffhandAnimation("stand_thrust");
//OffhandAnimation("stand_useforce", "CHARGE");
//{
// Loop("FinalFrame");
// AimType("Torso");
// BlendInTime(0.15);
// BlendOutTime(0.15);
//}
Now, for the weapons I'm using this with, to describe them I shall.
I have currently a Speed based areaeffectweapon, And a Stab areaeffectweapon, with Stun settings. both of these use stand_thrust, and it works because Thrust is overriding everything right now. Here is my lines in either for how they get the anim working:
Stab
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The difference in the second attack, aside from being cannon stuff
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