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Help Transitions: WeaponFire and Reload in a18?

Belugo

New member
I'm trying to set my own weapon animations, but as usual, something doesn't work for me (e.g. custom animations don't work, game always loads the default animation).

Screen from U2019:

p64transitions.jpg

And code from "Items.xml":

Code:
<item name="P64"> <!-- pistol -->
<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun,canHaveCosmetic"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/bronieP64.unity3d?p64.prefab"/>
<property name="Material" value="MHandGunParts"/> <property name="Weight" value="4"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CrosshairOnAim" value="true"/> 
<property name="CrosshairUpAfterShot" value="true"/> 
<property name="Sound_Sight_In" value="pistol_sight_in"/>
<property name="Sound_Sight_Out" value="pistol_sight_out"/>
<property name="Group" value="Ammo/Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="500"/>
<property name="UnlockedBy" value="perkGunslinger,gunPistolSchematic"/>
<property name="ShowQuality" value="true"/>

<property class="Action0">
	<property name="Class" value="Ranged"/>
	<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
	<property name="Sound_start" value="Pistol_Fire"/>
	<property name="Sound_repeat" value=""/>
	<property name="Sound_end" value=""/>
	<property name="Sound_empty" value="dryfire"/>
	<property name="Sound_reload" value="pistol_reload"/>
	<property name="AutoReload" value="true"/>
	<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
	<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
	<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
</property>

<effect_group name="gunPistol">
	<triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorFireTrigger" target="self" property="WeaponFire" value=""/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AnimatorResetTrigger" target="self" property="WeaponFire" value=""/>
       <triggered_effect trigger="onReloadStart" action="AnimatorSetBool" target="self" property="Reload" value="true"/>
       <triggered_effect trigger="onReloadStop" action="AnimatorSetBool" target="self" property="Reload" value="false"/>


	<passive_effect name="MaxRange" operation="base_set" value="25"/>
	<passive_effect name="DamageFalloffRange" operation="base_set" value="18"/>
	<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

	<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>

	<passive_effect name="RoundsPerMinute" operation="base_set" value="120"/>
	<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

	<passive_effect name="MagazineSize" operation="base_set" value="7"/>
	<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2s -->
	<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
	<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
	<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>

	<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random rng -->
	<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
	<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
	<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

	<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkGunslinger"/> 
	<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
	<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
	<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

	<passive_effect name="SpreadDegreesVertical" operation="base_set" value="4"/>
	<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="4"/>
	<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3"/>
	<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".3"/>
	<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2"/>
	<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="3"/>

	<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8"/>
	<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

	<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.5"/>
	<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".5"/>

	<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.0"/>
	<passive_effect name="WeaponHandling" operation="base_set" value=".2"/> <!-- crosshair reset speed -->

	<passive_effect name="DegradationMax" operation="base_set" value="250,450" tier="1,6" tags="perkGunslinger,9mmGun"/>
	<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
</effect_group>
</item>
New weapon displays correctly in game, but animations are always the default as standard pistol. I ran out of ideas.

Edit: Ok, problem solved. I assigned the animation to the child object and therefore did not work. I'm a dumbass... ;)

 
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