HotSwapLoop1st
From GECK
Contents
Description
Will play the specified animation when using the hotswap menu for the Weapon Smith.
Syntax
HotSwapLoop1st: path:string startTime:float hold:float
Example
;Inside "WeaponAttachments\WeapNV9mmPistol\Animations.ini" HotSwapLoop1st: "characters\_male\idleanims\9mmConditionAnim_1st.kf" 0 2 HotSwapLoop3rd: "characters\_male\idleanims\9mmConditionAnim_3rd.kf" 0 3.5 InspectCND1st: "characters\_male\idleanims\9mmConditionAnim_1st" 0 2 InspectCND3rd: "characters\_male\idleanims\9mmConditionAnim_3rd" 0 3.5 InspectAmmo1st: "characters\_male\idleanims\9mmAmmoAnim_1st" 0 1.382 InspectAmmo3rd: "characters\_male\idleanims\9mmAmmoAnim_3rd" 0 1.382
WeapNV9mmPistol will start playing 9mmConditionAnim_1st.kf while in the hotswap menu, and will pause the animation at 2 seconds and will finish the animation when the hotswap menu is closed.
Notes
- To prevent animation stuttering, animations should have a few built in still frames at the "hold" time.
- Time is in seconds.
- Path is relative to the meshes folder.
- The "hold" argument requires kNVSE v24+