This is New first person animation rework, using new 1.9 PWM modding feature. it cover EVERY weapons and special equipments. now every weapons has their own animation value! The change is: - New weapon idle position for best-looking (hiding stretched arm model with border glitch) - New walking animation - New Running animation by weapon type (pistol, rifle, shotgun, SMG, launcher, special) - Correctly matching iron sight with crosshair - Refine ADS animation - New recoil animation - New Crouch animation Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2922915918&searchtext=
@Myrmidon hi there, it contains several files like itemconfig, animation value, and test map save. i think google drive is better option for release!
I see, thank you. Is it possible to integrate it to other scenarios that do not have altered animation reworks?
yes, it's very simple. i listed up every animation value within single file. you can integrate it your custom scenarios. download and check 'how to install.txt' file.
[modding file update] after some file updating, steam workshop hidden by automated content check system. When it opens up again, you can use it.
Sorry I am a little confused. Do the new animations apply no matter the weapon type you are using. I am asking because lets say for example the player uses an X weapon that is used only in a scenario. Is your mode universal? Seems I have not understood how new animations work.
if scenario has it's own itemconfig file, you should modding that itemconfig. my mod designed for vanilla only! also animation value is not global effective. each weapons are need each weapon's value. if you want modding weapon only exist in some kind of mod, you should do PWM modding for that weapon. please read this section: Gunplay / Rebalancings https://empyriononline.com/threads/v1-9.101003/
Nice work on this, Urialia. I hope eleon integrate these changes since they're more expansive than the ones they've put in place at present. Some Notes though: The Chainsaw, Drills, Survival Tool and Flamethrowers all have strong recoil when they shouldn't. Their rate of fire is too slow for it to be "vibrations" so they should be held almost completely still while being fired since they currently "kick" back quite some distance for no apparent reason. The recoil kick on the "Epic" Assault rifle is too pronounced. Each shot kicks the barrel up too far before resetting. That would be fine for a heavier, slower-firing weapon like a sniper rifle but not a fully automatic assault rifle.
@Vermillion thanks for your comment, Vermillion! i already sent a messege for it and hope dev consider about it too
It's less the IDs and more model compatibility. Each model is held slightly differently, so that some weapons aren't compatible with similar weapons. RE uses the older models since they're more realistic than the newer ones and consistent with T2 and Epic weapon variants. E.g. The original minigun model and the epic minigun model are different color variations, but they don't share the same holding patterns so if the movements for the Epic Minigun are used on the Minigun, the gun is held at shoulder height. Spoiler Minigun: Meshfile: Entities/Items/Weapons/ScifiMinigun/ScifiMinigunPrefab T1 Pistol: Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol4BlackPrefab T2 Pistol: Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol4BlackT2Prefab T1 Shotgun: Meshfile: Entities/Items/Weapons/Shotguns/SciFiShotgun1BlackPrefab T1 Sniper Rifle: Meshfile: Entities/Items/Weapons/Snipers/ScifiSniper1Prefab (I think this is already covered in the alternate model file) Mechanical Drill: Meshfile: Entities/Items/Weapons/DrillV2/DrillT0Prefab T1 Rocket Launcher: Meshfile: Entities/Items/Weapons/SciFiGrenadeLauncher/SciFiGrenadeLauncherBlackPrefab (Should be compatible with T2 Rocket Launcher though) T1 Laser Pistol: Meshfile: Entities/Items/Weapons/Pistols/ScifiEnergyPistol3T1Prefab T1 Assault Rifle: Meshfile: Entities/Items/Weapons/Rifles/AssaultRiflePrefab Flamethrower: Meshfile: Entities/Items/Weapons/Flamethrower/SciFiFlamethrowerPrefab Zirax Assault Rifle: Meshfile: Entities/Items/Weapons/Enemies/ZiraxMinigunPlyPrefab Zirax Shotgun: Meshfile: Entities/Items/Weapons/Enemies/ZiraxShotgunPlyPrefab The zirax assault rifle and shotgun can be found at item ID 800 and 801
@Vermillion thank you for list up! i'll find out how to integrate it to reforged eden. would you mind if i ask some quastion about your mod while i working on integrate things, in this thread?
@Vermillion i tested your mesh list for finding weapon. new animation pretty working well in RE! now i doing some additional weapon animation which is not exist in vanilla.