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LSPDFR Holster Animations

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Hi, suggestion, questions and possibly a bug report (?) in regards to the built-in holster and unholster animations in LSPDFR. The animations seem to sometimes work when standing still, always work when walking, and never work when sprinting or full running. It also doesn't take the weapon out of the holster, though I've only tested this with an MP character and am assuming there's no settings / feature within LSPDFR I can set for it to do this.

 

The animations within LSPDFR are far superior from the old animations used in Cop Holster in my opinion, I just wish they (the animations) worked all the time and had an option to change the holster accessory when equipped / unequipped.

 

I tried to do this with Cop Holster, but sadly even if Cop Holster is disabled from using it's own animations in the xml, it comes with it's own set of issues - like sometimes not setting the holster back or randomly using it's own animation - making it not an option for combining the good LSPDFR animations with a holster that takes the gun in and out.

 

I was wondering if there would be a feature in future allowing us to set accessory numbers for holstered and unholstered? Also wasn't sure if you guys were aware that the holster and unholster animations built in sometimes do not work in certain movement states.

 

Ty for everything you guys do!!

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@LMSmight want to take a look and answer this. I noticed that sometimes I would get that sick holster animation and other times my pistol would just exist from my being. Im not too versed in animations and coding and all the implementations of LSPDFR, so maybe he would want to look into this.


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On 5/19/2021 at 8:47 PM, OfficerSquare said:

Hi, suggestion, questions and possibly a bug report (?) in regards to the built-in holster and unholster animations in LSPDFR. The animations seem to sometimes work when standing still, always work when walking, and never work when sprinting or full running. It also doesn't take the weapon out of the holster, though I've only tested this with an MP character and am assuming there's no settings / feature within LSPDFR I can set for it to do this.

 

I've had a look and there's two things:

  1. For when the player is running or sprinting, we disabled the animations.  I can't honestly remember why, but this at least explains why they never work when running or sprinting.  I will test it with re-enabling the animations when sprinting/running and see if I can remember why we disabled it.
  2. For when the player is standing still, it should work although we're perhaps using a slightly unreliable method of checking whether or not the player is standing still, so I can change this around to detect it better.

As for the actual swapping of holster models, this isn't something that is in LSPDFR as I presumed most people would just be using CopHolster for that anyway and it was my understanding that it's pretty configurable.  I suppose though that it may in a future version of the mod make sense to extend our XML so that holster models can be defined for peds/outfits as we could make it work with the animations and then also be able to tell if a ped (or their specific outfit, for that matter) has a holster.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

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