3rd Party Models/Media Chat / SNIPER making questions

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Bugsy
15
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Joined: 24th Nov 2008
Location: Savannah
Posted: 5th Oct 2016 08:15
first I wanna say THANK YOU EAI for your help before, I'm looking for some help again, this time on this sniper weapon:



I want to ask how I would do the bolt-operation in gameguru. I want to have him operate the bolt on the gun when he fires, but unless im making it a 1 bullet gun, and the bolt operation/new bullet insert the reload animation, I dont know how I should do the bolt operation.

preferrably I wanna have like a 5 round magazine. Im trying to ask how i setup the fire frames to involve the operation of the bolt, and make the shell eject when he pulls the bolt back
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Bugsy
15
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Joined: 24th Nov 2008
Location: Savannah
Posted: 5th Oct 2016 09:56
I notice on the stock sniper, the brass ejects right when the gun is fired. is there no way to spare the brass eject until later in the animation? if not thats a shame
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Wolf
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16
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 5th Oct 2016 17:08
Have you concidered deactivating the brass in GG and animating a shell casing to the gun?



-Wolf
Bugsy
15
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Joined: 24th Nov 2008
Location: Savannah
Posted: 5th Oct 2016 21:54
yeah, if that's the only way to do it I'll just let the brass eject when the gun fires. I really love GGs brass system and how they bounce around and hit stuff and wanted the shell to be different every time
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Errant AI
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Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 31st Oct 2016 14:10
Clearly a super late reply but... There is currently no way to delay/specify the frame brass is spawned. This basically sucks for any manually repeating firearm (bolt, lever, pump actions).

Not sure If I completely understand your original question about setting up the anims but just put the bolt throw as part of "end fire". The stock M700 is this way and my x9 M40 and M700 were like that as well.

For now, I've just been shortening the gap between firing and chambering motions to make the miss-match in brass timing less obvious. Essentially tie manipulating the action with "end fire" recoil and settling back to idle upon completion.
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