I have jumpframe in respawn animation of player without weapon and when im using setweap in stage txt to start with weapon then respawn is somehow applying jumpframe from original model which is very weird, i removed jumpframe from respawn of noweapon player and it doesnt have that problem.
I dont know why it happens , like if weaponmodel is not applied fast enough by setweap or some mixup is happening with original respawn.
I have modelflag 1.
It happens if i have jumpframe on frame 0, if its on frame 1 it works ok, i fixed it by adding one frame but its still a bug.
I think frame 0 bug is very serious one and engine is handicapped because of it, scripts very often wont work if theyre set to work on frame 0 which is simply first frame, so for example if i want to bind entity i will see blink because i have to spawn on frame1 to avoid frame 0 bug.
I dont know why it happens , like if weaponmodel is not applied fast enough by setweap or some mixup is happening with original respawn.
I have modelflag 1.
It happens if i have jumpframe on frame 0, if its on frame 1 it works ok, i fixed it by adding one frame but its still a bug.
I think frame 0 bug is very serious one and engine is handicapped because of it, scripts very often wont work if theyre set to work on frame 0 which is simply first frame, so for example if i want to bind entity i will see blink because i have to spawn on frame1 to avoid frame 0 bug.