PS1Start/End does not work for WPS

I’ve been working on a small mod project to try and ‘clean’ the number of animations used in GD and it’s mods; stripping away FX from animations injecting PS1Start/End callbacks if needed and adding the fx to the skill DBR itself instead (particleeffectname1). Had great success with Blitz, Forcewave, and AttackSweep animations, but when I started working on some of the mod skills that have custom animations for WPS, the fx does not show.

I’m pretty sure it’s the WPS because if I change the skill to a attackweapon template, the fx works.

:pray:

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It seems that weapon pool skills are hooked up differently from regular skills, so it would not be as trivial as just enabling the option.

What are you trying to do exactly?

Tldr;
The goal is to increase the number of animation slots available to modders by reducing the number of redundant animations if possible. For example, currently the 1h animation set is using almost 70 animations, leaving modders about ten slots which we went over awhile back heh.

It’s not a huge issue, I just tried to shoot my shot here to see if there was something you guys could do about it.

Mainly I am consolidating all the iterations of Blitz, Forcewave, and Blade Arc animation sets into one “universal” animation per weapon type instead of the current like… 15 extra animations. I got that working, I was pleasantly surprised that it actually worked. Actually a really cool thing, this allows for nearly unlimited effect modifiers since we’re no longer limited by the animation caps.


just adding the animation fx here, manually typing in the attach point (drop down doesn’t include these points), remove the fx from the animation (so it doesn’t double up) and it’s good to go for anything that uses “AttackSweep”. Unless it’s a WPS…

Grimer included a bunch of animations for his D3 masteries, some of which are WPS based on AttackSweep and a few others so they specifically need to be included in the animation table… which is unfortunate.

It is what it is though, if it’s not a simple fix then whatever. Like I said, was just posting this here just in case it was something you guys could do. Maybe instead just increase the animation slots for FOA since I’m sure you guys will end up adding some more anyway.

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