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V_wep.mdl animations Besides fire?

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sat Oct 31, 2009 5:41 am Post subject: V_wep.mdl animations Besides fire? |

What would i do ? where would i start? im ready to start coding reloading but id like to know how to make another set of animations happen besides firing? i have a .mdl with the first scene being the firing frames and the seconds being the reload frames. how do i put them to use?
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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sun Nov 01, 2009 2:43 am Post subject: Re: V_wep.mdl animations Besides fire? |

ceriux wrote:
What would i do ? where would i start? im ready to start coding reloading but id like to know how to make another set of animations happen besides firing? i have a .mdl with the first scene being the firing frames and the seconds being the reload frames. how do i put them to use?

Too busy to make a proper tutorial for this, so just poke around in this here source:
http://tlb.quakedev.com/files/qsrsrcb1c.zip
Look around in drsdefs.qc and player.qc for things like W_ReloadWeapon and W_ReloadWhat. You should be able to piece together what to do from those.
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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sun Nov 01, 2009 4:16 pm Post subject: |

lol thanks, you didnt need to write a tutorial. but looking at this source should more than defiantly help thanks =D! _________________ QuakeDB - Quake ModDB Group

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LonePossum. Joined: 02 Nov 2009 Posts: 38 |

Posted: Mon Nov 02, 2009 11:15 am Post subject: |

Saving me making my own topic for the same question. Is there anyone here who can write something up for this to do with gun reloading/clip, I am slowly learning Qc but I just couldnt get the code copying/style from that source thing to work just too compilcated for me now while i need it for a mod.
Sorry for interupting your topic ceriux.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Nov 02, 2009 11:45 pm Post subject: |

its fine, its a question in regaurds to the same topic. i dont need as much help as you atm. so ask away =) what id say is use your current knowlege of qc and read through the code in that source and see what its doing. from that write your own code. its better than copy paste. if you cant get it then, id ask for help.
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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Nov 03, 2009 12:59 am Post subject: |

Failing that, I'll try to find some time to get a tutorial to cover this out, once I finish with this lightstyles stuff I'm working on. _________________ "Roboto suggests Plasma Bazooka."

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LonePossum. Joined: 02 Nov 2009 Posts: 38 |

Posted: Tue Nov 03, 2009 3:07 am Post subject: |

Mmmk Ill give it a go. Hey ceriux just for a Question where did you find all of the stuuf needed inside that source. (Which QC Files to look at) I know drsdefs.qc and player.qc from Dr. Shadowborg but there must be more than that. Thanks for the help.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Tue Nov 03, 2009 7:04 pm Post subject: |

thats all iv been looking at, look at the functions with in those. look for w_reloadweapon and w_reloadwhat study those functions if they point to any others might want to look at those. _________________ QuakeDB - Quake ModDB Group

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LonePossum. Joined: 02 Nov 2009 Posts: 38 |

Posted: Wed Nov 04, 2009 5:54 am Post subject: |

Out of interest which Quake Mod is that source from. I want to have a look at the actualy game, might help me a tad.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Wed Nov 04, 2009 3:38 pm Post subject: |

LonePossum. wrote:
Out of interest which Quake Mod is that source from. I want to have a look at the actualy game, might help me a tad.

Quake: Operation Hellsmash by Yours Truly.
http://tlb.quakedev.com/files/qsrbeta1.zip
http://tlb.quakedev.com/files/qsrbeta1c.zip
Download both those files, then extract the qsrbeta1.zip first, then extract qsrbeta1c.zip over the top of wherever you extracted qsrbeta1.zip. Make sure you read the readme.txt file for all required bindings / aliases.
I'm still working on the new version of this, other concerns in Real Life(tm) have been slowing me down, but I hope to try and get the new release together later this month. (need to finish with the overhaul of hse1m1.bsp and get hse1m2.bsp together...along with mapper related info resources. gb mentioned he was gonna do a map for this, but I need to get him at least a newish version of this with said mapper infos first.)
There's also a pre-beta that more closely resembles what the new version is going to look like, but only a handful of people have seen it, and it's ridiculously difficult to survive. (also has a now older and outdated version of the currently one existant SP map, new version has a start map + new jazzed up version of said SP map.)
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