Timeless and Classics Zero Incompatibility.
DogeKingChris opened this issue · 10 comments
8mb.video-awy-jAJzFa0F.mp4
349761489-dfc635ec-1138-4181-abf8-92ff6484db94.1.mp4
As seen in the upper videos, TACZ animations break in first person when using the vanilla hands mode. I've reported it to the devs of TACZ, but I want to report it here as well since I don't know which side is causing the issue.
TACZ uses playerAnimator to animate, and using other mods which use playerAnimator, it works as seen in the first video (when I throw the m1911 and look down, the animations from the "serious player animations" mod work).
Note, see all the other open/closed issues about any other gun mod. They are not supported and there are no plans to increase support to more than it is right now. Player-animator itself should work just fine and has explicit support due to Emotecraft and Better Combat.
Haven't heard about "serious player animations" so far, I use the Fresh Moves resource pack(which uses EMF), which works perfectly with all of my mods. Also, that might be more of an issue with NEA.
Also about serious player animations, it was just an example because the animations from it work, yet TACZ doesn’t. Also, the issue ONLY occurs in vanilla hands mode. Does the vanilla hands mode change the way the body renders any way?
Reopened for now just to say, I’m almost 100% certain this is on TACZ’s side, but since they don’t want to fix it on their side, I’d like to add a couple things I forgot to mention here and see if you could give any kind of info on it (cause the TACZ devs arent saying why they wont fix it).
So the thing is, in first person, the animation freezes, but in third person, it works 100% fine.
I honestly just want some clarity on what it is, I might just try to fix this myself even though I got no clue how to
pregunta aparte de esta publicación, soy nuevo en modding y quiero saber a cómo puedo acceder a las funciones del mod(la activación y desactivación de la primera persona)
Un ejemplo, cuando el juego detecte que tiene un objeto de tipo 'tacz:modern_kinetic_gun' se desactive la primera persona
Un ejemplo, cuando el juego detecte que tiene un objeto de tipo 'tacz:modern_kinetic_gun' se desactive la primera persona
Why not make a separate post? This doesn’t really have much to do with the issue I’ve brought up.
Also, that would be a good temporary fix, but I’m certain that this is something that could easily be fixed if someone would look into it, I would if I knew how.