<div class="IPBDescription">Which sprite?</div> 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.
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.
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 <u>play</u> a muzzleflash sprite, the 0 specifies <u>when</u> to play it (at frame zero as it where) and the "30" specifies <u>how big</u> and <u>which</u> 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.
mf1.spr on frame 0 scaled 30 times, 30 is only the size and nothing else <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b> Scripted Sequence events Extra parameters</b> 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
<b>Monster specific events</b> 2001 Monster drops light body 2002 Monster drops heavy body 2010 Monster plays swing or swish sound 2020 Monster has turned 180
<b>Clientside events for viewmodels</b> 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"
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? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Obst & Gemuese+Jun 26 2004, 01:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jun 26 2004, 01:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> holy.... :o
Can't wait to see that... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
So if <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5001 Muzzleflash on attachment 0 Muzzle flash sprite path 5011 Muzzleflash on attachment 1 Muzzle flash sprite path<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> automatically call muzzleflash1 and 2 respectively, would placing an attachment2 in a model call the muzzleflash3 that is currently not used? <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5021 Muzzleflash on attachment 2 Muzzle flash sprite path<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I just tried it for $#!+$ & giggles... <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->/* ==============================================================================
QC script generated by Half-Life MDL Decompiler 1.2 2003, Kratisto. Based on code from Valve's HL SDK.
// End of QC script. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
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...
<!--QuoteBegin-CoolCookieCooks+Jul 17 2004, 03:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Jul 17 2004, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> or does it use a sprite from the valve pak file? (now a gcf file) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 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.
<!--QuoteBegin-Kaine+Jul 19 2004, 01:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Jul 19 2004, 01:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->any chance of getting piccies of what you guys are trying out here? (thats if any of it is working, of course)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 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.
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... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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.
I now it now... I even included it in the JR Pack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
{ 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 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> /me runs off.
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
Comments
}
$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 <u>play</u> a muzzleflash sprite, the 0 specifies <u>when</u> to play it (at frame zero as it where) and the "30" specifies <u>how big</u> and <u>which</u> 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.
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 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b> Scripted Sequence events Extra parameters</b>
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
<b>Monster specific events</b>
2001 Monster drops light body
2002 Monster drops heavy body
2010 Monster plays swing or swish sound
2020 Monster has turned 180
<b>Clientside events for viewmodels</b>
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"
And what's the filename for the sprite used on 5002? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
holy.... :o
Can't wait to see that... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5001 Muzzleflash on attachment 0 Muzzle flash sprite path
5011 Muzzleflash on attachment 1 Muzzle flash sprite path<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
automatically call muzzleflash1 and 2 respectively, would placing an attachment2 in a model call the muzzleflash3 that is currently not used?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5021 Muzzleflash on attachment 2 Muzzle flash sprite path<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
5021 calls muzzleflash1, 5023 calls nothing...
5021 calls muzzleflash3.spr at attachment 2.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->/*
==============================================================================
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.
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
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:
<!--QuoteBegin-Obst & Gemuese+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw
5001 = muzzleflash1.spr
5011 = muzzleflash2.spr
<span style='color:yellow'>5021 = muzzleflash1.spr</span>
5002 = sparks effect
{ event 5001 0 "30" }<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Maybe the flash is hardcoded...
*edit*
Must be hardcoded- decompile turrets, and you'll find they use 5001 and get muzzleflash2...
<i>edit: ...so I went and checked the PAK file just to be sure. It's not in there.</i></s>
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.
<!--QuoteBegin-Kaine+Jul 19 2004, 01:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Jul 19 2004, 01:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->any chance of getting piccies of what you guys are trying out here? (thats if any of it is working, of course)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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.
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.
{ 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 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
/me runs off.
I tried 13, 14, 25, 27, and 28:
13 - muzzleflash2
14 - muzzleflash2
25 - muzzleflash3
27 - muzzleflash2
28 - muzzleflash3