Event 5002

ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
Which sprite?
When using {event 5002 x y} on a sequence in the .qc which sprite is used for that? Not the sparks flying off, but the muzzleflash like thing that is also displayed.
I need the filename please.
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Comments

  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Members Join Date: 2003-06-01 Member: 16913Posts: 315
    Okay, so I'm assuming your using this for the MG-42 v_model your working on, neh? The correct sequence your looking for is event 5001 I do believe. And it works something like this.

    }
    $sequence "shoot" "shoot" fps 20 { event 5001 0 "30" }

    That line is taking from a decompile of my v_mg for NS. Now the only part we're worried about for muzzleflashes would be { event 5001 0 "30" }. Event 5001 specifies to play a muzzleflash sprite, the 0 specifies when to play it (at frame zero as it where) and the "30" specifies how big and which sprite to play.

    Now I know your only intrested in which sprite plays which, so here it is. A value of 1 in the last digit will play "muzzleflash2" a value of 3 will play "muzzleflash" and I think a value of 2 or 0 will play "muzzleflash1." The last two may be switched, and there is also "muzzleflash4" sprite, which I forgot which activates that.

    Well, that should be it in a nutshell, hope that's what your looking for. Looking forward to your MG-42 release, it's going to my HMG as soon as it's done, not to mention I'm compiling those scwheet player animations to my HA when those are done too.
    I tell ya. As if killing you isn't bad enough. You also get a face full of alien wing-wong.
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    edited June 2004
    I don't need event 5001, 5011, nor 5021, thank you :/
    What I need is the filename used for the sprite used when using 5002...

    btw

    5001 = muzzleflash1.spr
    5011 = muzzleflash2.spr
    5021 = muzzleflash1.spr
    5002 = sparks effect

    { event 5001 0 "30" }

    mf1.spr on frame 0 scaled 30 times, 30 is only the size and nothing else biggrin.gif

    btw you can only apply them to your HA when you either restructure the bones in the anim or use LA skeleton for your HA model tounge.gif
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  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Members Join Date: 2003-06-01 Member: 16913Posts: 315
    awww meh = pwnd. Didn't even know you could call for an event on the sparks. Now I'm really intrigued as to what your up to on that MG-42 of yours.
    I tell ya. As if killing you isn't bad enough. You also get a face full of alien wing-wong.
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    I use the smal muzzle flash at the tip of the barrel and the sparks effect on the venting holes. The 2 additive sprites behind each other give the front one a 3D look while the sparks effect looks like that muzzle flash in the movie smile.gif
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  • DelarosaDelarosa Naturally Custom Members, NS1 Playtester Join Date: 2002-11-29 Member: 10214Posts: 4,759
    ...very pwnt



    Scripted Sequence events Extra parameters
    1000 Character dead at this point
    1001 Sequence un-interruptible from this point
    1002 Sequence interruptible from this point
    1003 Fires a trigger in the map Trigger name
    1004 Play .wav file .Wav file path
    1005 Play sentence file Sentence file path
    1006 Do not send character back to floor at end of script
    1007 Go to this animation after script completes Animation sequence name
    1008 Play named .wav file through voice channel .Wav file path
    1009 Play random sentence group (25 % chance)
    1010 Character is alive at this point

    Monster specific events
    2001 Monster drops light body
    2002 Monster drops heavy body
    2010 Monster plays swing or swish sound
    2020 Monster has turned 180

    Clientside events for viewmodels
    5001 Muzzleflash on attachment 0 Muzzle flash sprite path
    5002 Spark on attachment
    5004 Emit a sound Wav file path
    5011 Muzzleflash on attachment 1 Muzzle flash sprite path
    5021 Muzzleflash on attachment 2 Muzzle flash sprite path
    5031 Muzzleflash on attachment 3 Muzzle flash sprite path
    6001 Eject a brass shell from attachment"
    NS Custom models, might just be back...
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    Does event 6001 go up to 6031 like 5001 does to specify the attachment link used to be ejected from?
    And what's the filename for the sprite used on 5002? biggrin.gif
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  • CaptainPanakaCaptainPanaka Members Join Date: 2002-11-02 Member: 4718Posts: 3,541
    QUOTE (Obst & Gemuese @ Jun 26 2004, 01:20 AM)
    I use the smal muzzle flash at the tip of the barrel and the sparks effect on the venting holes. The 2 additive sprites behind each other give the front one a 3D look while the sparks effect looks like that muzzle flash in the movie smile.gif

    holy.... :o

    Can't wait to see that... wow.gif
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    HLPortal.de|CaptainPanaka
    user posted imageQuakenet: #hlportal
  • BrimstoneBrimstone Members Join Date: 2003-08-25 Member: 20211Posts: 181
    So if
    QUOTE
    5001 Muzzleflash on attachment 0 Muzzle flash sprite path
    5011 Muzzleflash on attachment 1 Muzzle flash sprite path

    automatically call muzzleflash1 and 2 respectively, would placing an attachment2 in a model call the muzzleflash3 that is currently not used?
    QUOTE
    5021 Muzzleflash on attachment 2 Muzzle flash sprite path
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    In combination with event 5021, yes.
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  • BrimstoneBrimstone Members Join Date: 2003-08-25 Member: 20211Posts: 181
    nope...

    5021 calls muzzleflash1, 5023 calls nothing...
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    Who spoke of 5023? confused.gif
    5021 calls muzzleflash3.spr at attachment 2.
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  • BrimstoneBrimstone Members Join Date: 2003-08-25 Member: 20211Posts: 181
    edited July 2004
    I just tried it for $#!+$ & giggles...
    CODE
    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    V_HMG.mdl

    Original internal name:
    "v_hmg.mdl"

    ==============================================================================
    */

    $modelname "v_hmg.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures


    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000


    //reference mesh(es)
    $body "body" "hmg_ref"


    // 1 attachment(s)
    $attachment 0 "Bone53" 0.00000 0.00000 0.000000
    $attachment 1 "Bone53" 0.00000 -10.00000 0.000000
    $attachment 2 "Bone53" 2.500000 -32.500000 0.000000

    // 9 hit box(es)
    $hbox 0 "Bone02" -17.595127 -12.293942 -1.270000 4.920000 11.230000 3.521797
    $hbox 0 "Bone52" -6.935192 -5.257175 -22.640501 0.000000 0.000000 0.000000
    $hbox 0 "Bone03" -1.550000 -2.140000 -0.990000 1.820000 1.350000 1.070000
    $hbox 0 "Bone04" -2.330000 -1.370000 -1.250000 0.000000 0.830000 0.170000
    $hbox 0 "Bone47" -2.200000 -0.030000 -1.440000 2.060000 10.520000 1.980000
    $hbox 0 "Bone26" -1.550000 -2.140000 -1.060000 1.820000 1.350000 0.720000
    $hbox 0 "Bone27" -1.986841 -1.070000 0.000000 0.160000 0.570000 1.250000
    $hbox 0 "Bone28" -0.506462 -1.400000 -0.920000 0.590000 0.070000 0.460000
    $hbox 0 "Bone25" -2.190000 -0.030000 -1.970000 2.060000 10.520000 1.440000

    // 8 animation sequence(s)
    $sequence "idle" "idle" fps 20
    $sequence "idle2" "idle2" fps 14
    $sequence "idle3" "idle3" fps 11
    $sequence "reload" "reload" fps 22 {
     { event 5004 60 "weapons/hmg_clipout.wav" }
     { event 5004 100 "weapons/hmg_clipin.wav" }
     { event 5004 129 "weapons/pistol_slide_release.wav" }
    }
    $sequence "shoot_top" "shoot_top" fps 20 { event 5021 0 "20" }
    $sequence "shoot_bottom" "shoot_bottom" fps 20 { event 5021 0 "20" }
    $sequence "shoot_empty" "shoot_empty" fps 20
    $sequence "draw" "draw" fps 20 { event 5004 4 "weapons/hmg_draw.wav" }

    // End of QC script.


    Using this caused the muzzleflash1 sprite to be called to attachment2- I'm using different color flashes (1= blue, 2= red, 3= yellow) for testing, so there is no doubt... it was positioned perfectly, just the wrong sprite. That's why I tried 5023, which called nothing... I even stuck another flash in named as muzzleflash.spr, and no dice...

    Of course:
    QUOTE (Obst & Gemuese)
    btw

    5001 = muzzleflash1.spr
    5011 = muzzleflash2.spr
    5021 = muzzleflash1.spr
    5002 = sparks effect

    { event 5001 0 "30" }

    Maybe the flash is hardcoded...

    *edit*
    Must be hardcoded- decompile turrets, and you'll find they use 5001 and get muzzleflash2...
  • CoolCookieCooksCoolCookieCooks Pretty Girl Members, NS1 Playtester, Contributor, Constellation Join Date: 2003-05-18 Member: 16446Posts: 5,602
    or does it use a sprite from the valve pak file? (now a gcf file)
  • VerthandiVerthandi Members, NS1 Playtester Join Date: 2002-12-12 Member: 10687Posts: 1,061
    edited July 2004
    I don't recall seeing any NS muzzleflash sprites in the HL PAK file...

    edit: ...so I went and checked the PAK file just to be sure. It's not in there.
    Post edited by Unknown User on
  • KaineKaine Members, Constellation Join Date: 2002-08-07 Member: 1096Posts: 1,018
    any chance of getting piccies of what you guys are trying out here? (thats if any of it is working, of course)
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  • VerthandiVerthandi Members, NS1 Playtester Join Date: 2002-12-12 Member: 10687Posts: 1,061
    edited July 2004
    QUOTE (CoolCookieCooks @ Jul 17 2004, 03:59 PM)
    or does it use a sprite from the valve pak file? (now a gcf file)

    Provided that there's no file with higher priority (external files take precedence over files inside the PAK), the Sentry Turret will use muzzleflash2.spr from pak0.pak, as expected.

    QUOTE (Kaine @ Jul 19 2004, 01:34 AM)
    any chance of getting piccies of what you guys are trying out here? (thats if any of it is working, of course)

    We're trying to work out the event system on animations, their corresponding sprites, and hopefully unlock a third muzzleflash. Not looking too great, especially after the testing Brimstone did.
  • BrimstoneBrimstone Members Join Date: 2003-08-25 Member: 20211Posts: 181
    edited July 2004
    Which is disappointing, because different weapons should have different flashes... I really wanted to take the smartgun flash for the Spike... which would then look stupid on a pistol... sad.gif
  • VerthandiVerthandi Members, NS1 Playtester Join Date: 2002-12-12 Member: 10687Posts: 1,061
    I bring news of a working, third muzzleflash!

    I haven't been able to pinpoint what exactly triggers it (I was tweaking the HMG models, and noticed the third muzzleflash being shown when 'test-firing'), but further experimentation later today should provide some answers.
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    I now it now... I even included it in the JR Pack tounge.gif

    { event 5021 1 "62" }

    The second digit of the second option (62) tells what muzzleflash is played.
    62 = mf3
    61 = mf2
    60 = mf1
    The 6 only tells the scaling of the sprite.
    Btw even Brig told it wrong to me biggrin-fix.gifbiggrin-fix.gif
    /me runs off.
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  • VerthandiVerthandi Members, NS1 Playtester Join Date: 2002-12-12 Member: 10687Posts: 1,061
    Does it still follow any pattern after '2'?
    I tried 13, 14, 25, 27, and 28:
    13 - muzzleflash2
    14 - muzzleflash2
    25 - muzzleflash3
    27 - muzzleflash2
    28 - muzzleflash3
  • ObstObst Members, Constellation Join Date: 2003-03-12 Member: 14436Posts: 2,385
    Didn't test it, and it is unneded, because you can just stay with X0 - X2.
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