A Question

spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
<div class="IPBDescription">Cant use HMG models for a LMG</div> I thought I did it before, but when I try to use the gauss rifle as my LMG model the muzzleflash does not show up and it randomly plays the reload animation. Help?

Comments

  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    renaming won't work. You need at least adjust the animations by decompiling the model, editing the qc file and recompiling it... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    it's really not that hard, decompile the hmg, open the lmg in hlmv, then rearrange the sequences as the lmg's order.

    IE:

    your hmg's qc has
    <!--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-->// 8 sequences
    $sequence idle "hmg_idle" fps 20
    $sequence idle2 "hmg_idle" fps 14
    $sequence idle3 "hmg_idle" fps 11
    $sequence reload "reload_3" fps 8 { event 5004 11 "weapons/hmg_clipout.wav" } { event 5004 31 "weapons/hmg_clipin.wav" } { event 5004 38 "weapons/shotgun_stock_release.wav" }
    $sequence shoot_top "shoot_2" fps 20 { event 5001 0 "20" }
    $sequence shoot_bottom "shoot_2" fps 20 { event 5011 0 "20" }
    $sequence shoot_empty "hmg_idle" fps 20
    $sequence draw "draw_2" fps 8 { event 5004 4 "weapons/hmg_draw.wav" } <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    but you notice in the lmg model, the sequences are

    <!--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-->idle
    idle2
    reload
    shoot1
    shoot_empty
    draw<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    So all you would need to do, is change the hmg's code to this

    <!--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-->$sequence idle "hmg_idle" fps 20
    $sequence idle2 "hmg_idle" fps 14
    $sequence reload "reload_3" fps 8 { event 5004 11 "weapons/hmg_clipout.wav" } { event 5004 31 "weapons/hmg_clipin.wav" } { event 5004 38 "weapons/shotgun_stock_release.wav" }
    $sequence shoot "shoot_2" fps 20 { event 5001 0 "20" }
    $sequence shoot_empty "hmg_idle" fps 20
    $sequence draw "draw_2" fps 8 { event 5004 4 "weapons/hmg_draw.wav" } <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    notice that it now has 6 sequences as the lmg, not 8 as the hmg does, then all you have to do is make sure they're in the order, idle, idle2, reload, shoot, shoot empty, then draw, and you'll be set to recompile and VIOLA!
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