[rel] -=crouch/aim sequence qc=-
JAJAHU
05-18-2003, 09:26 PM
im sure there are people that want it. makes your models aim their weapons when they crouch. i also made the player aim the colt while running cus i didnt really like how he held it at his hip.
examples
http://home.att.net/~jajahu/mp44.jpg
http://home.att.net/~jajahu/colt.jpg
just replace the sequences in the qc with these and compile. dont forget to back up in case you dont like it.
Nice work. You are right, the default pistol anim suxors
*EDIT* You uploaded the wrong file dude! It's some list with people's phone number and stuff :confused:
i cant see anything frm the screenshot. All i see is a big black square...I would really like to d/l this but i need to see the screenshots to be certain
JAJAHU
05-18-2003, 09:33 PM
not my fault your monitor is fuxored :)
i dont see anything either, you must use ultrahigh gamma or something
Sgt.Sinister
05-18-2003, 09:38 PM
lmao, you cant see anything in the pics and you uploaded the wrong file.
Sgt.Sinister
05-18-2003, 09:41 PM
i made the pics brighter so ppl can see them.
JAJAHU
05-18-2003, 09:41 PM
the right file
Sgt.Sinister
05-18-2003, 09:42 PM
mp44
Dillinger
05-18-2003, 10:35 PM
I could see the pics fine and now they are washed out haha. You people need to up your gamma :D
Sgt.Sinister
05-18-2003, 10:49 PM
i just edited them for others that couldnt see them.
now...i request a sticky.
Love it...bringing back all the good highlights from the MSA boards during 3.1 I see. I was gonna try to integrate them myself since the player compiler was released, but yah made it nice and purdy to slip in. Thanks a bunch! Now for me to get cracking if I can get the distant sounds working again...
Dammit...... same problem I had in 3.1 editing in new stuff into the .qc. My comp can't handle it for some odd reason, gives me an "Out of memory" error, despite the fact I have next to nothing running. Anyway around this......besides a better comp.....
*edit* Just noticed...the boards let me same "dammit" dammit. lol I just found that amusing what with the new filters pissing most of us off.....
He's aiming at the ground.
I agree, they do look as if they are aiming at the ground. Is this indeed so? Perhaps the next version will have them aiming forward.
NeoSkink
05-19-2003, 08:03 AM
Originally posted by Ernst Röhm
I agree, they do look as if they are aiming at the ground. Is this indeed so? Perhaps the next version will have them aiming forward.
I didn't get to try these ones yet, but IIRC, the old ones pointed where you were aiming. ;)
yea its probably that the guy IS aiming at the ground.. the germans has a sneak attack where they popped out of the ground and whacked you with thier shovel. :eek: :)
Dying Robot
05-19-2003, 04:39 PM
Originally posted by Godzill4
Nice work. You are right, the default pistol anim suxors
What!? Those pistol anims are sweet as hell...Look absolutely amazing in my opinion.
JAJAHU
05-19-2003, 05:54 PM
the players look down even when the person is looking forward...it looks stupid. dunno if im going to stick with these. the older ones were much better.
Sgt.Sinister
05-19-2003, 06:52 PM
So why not convert those to 1.0? Also, this should be stickied along with the player model compiler and all those other things.
JAJAHU
05-19-2003, 08:04 PM
maybe ill try compiling with the 3.1 shoot animation
Hey Jajahu... do you think you could release the .qc for each player model? The one for axis inf., axis para, etc.? Cause I still can't edit the .qc to handle your stuff. Just the .qc of the original DoD models with your edited stuff if you could.... Or anyone else if they can. Thanks in advance.
JAJAHU
05-21-2003, 07:48 AM
axis
JAJAHU
05-21-2003, 07:49 AM
us
JAJAHU
05-21-2003, 07:50 AM
brit
Greco
05-21-2003, 12:39 PM
kickass :p
Devin Kryss
05-21-2003, 12:53 PM
DiD this coem with a new pistol smd or is it jsut the qc that changes that?
JAJAHU
05-21-2003, 01:41 PM
its just qc changes. for the aiming, i have it calling the first frame of the shoot animation.
im gonna work more on these to try and get them to face forward after i finish the v_model pack.
Originally posted by JAJAHU
im gonna work more on these to try and get them to face forward...
Thank you brother, looking forward to it. :)
NeoSkink
05-21-2003, 06:03 PM
Originally posted by Ernst Röhm
Thank you brother, looking forward to it. :)
Hear hear!
Thanks for that Jajahu, I usually don't like to bug those I know are busy, so this will probably be the last time I'll do it. If only my stupid comp would let me edit the damn .qc on my own then I wouldn't have to rely on others.... Looking forward to a modified version of this.
=DD=Wolf Kahler
05-21-2003, 09:45 PM
Vash, you may need to try opening it with WordPad instead of NotePad. I had issues with that in Win95. Don't know if that's what you've got, but it could be worth a shot.
JAJAHU
05-21-2003, 10:33 PM
i also found a little trick of deleting some white space (like a new line) before pasting the animation sequences. for some reason, deleting the empty lines cleared up enough memory for notepad...its stupid.
Will try that, thanks for the tip. Yeah Jajahu, sorta figured deleting "empty" lines helped too, sometimes computers are sooooooo stupid lol. And thanks for the word pad tip too Wolf, I'll try that out too if notepad buggers up again.
Toejam Football
05-22-2003, 02:45 AM
jaja, what if i just want the Pistol aim sequence but i want to keep the normal ones for other weapons?
gabagoo
05-22-2003, 07:52 AM
Originally posted by Ernst Röhm
I agree, they do look as if they are aiming at the ground. Is this indeed so? Perhaps the next version will have them aiming forward.
i just have one question for you Ernst Röhm why do you always type in COLOR :D
JAJAHU
05-22-2003, 09:49 AM
Originally posted by Toejam Football
jaja, what if i just want the Pistol aim sequence but i want to keep the normal ones for other weapons?
find the commands for stand_pistol_aim or whatever and crouch_pistol aim in my sequence coding..copy them and paste them over the default code, but leave the rest default.
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