Ejected shells on v_models


05-28-2003, 11:22 PM
Right I have a few v_models that I want to use for v1.0 but the problem is ingame they don't eject any shell casings when firing. This makes using weapons like the mg34 and 42 very weird. Is there anything I can do to modify them slightly so that they do eject them?

Bishop
05-28-2003, 11:28 PM
.qc

05-29-2003, 12:56 AM
Ok, what do I add/change in the .qc to make it happen? :P

Pinhead
05-29-2003, 02:03 AM
Why can't you use the current models? Is there such a big difference between them? It might even be lower poly because of the new transparent skin technique...

05-29-2003, 03:19 AM
I'm very picky so sue me...

Pinhead
05-29-2003, 03:21 AM
Originally posted by DarkAX
I'm very picky so sue me...

No,no, i was just pointing out that i can't see the difference between the models at all...

Die Schlampfe
05-29-2003, 03:27 AM
I don't remember him saying which model he WAS using. He could be using a completely different MG model. More than likely he's using Bots MG-34 and MG-42 that was released sometime ago that didn't eject the shells.

I'm looking into a fix for this. However the reason for custom models is to replace the defaults with either new models due to high end users wanting higher poly weapons. They did a great job on the default models but just because you like them doesn't mean everyone else will.

05-29-2003, 03:54 AM
Its the animations mainly, for reloading and firing.

Lorda Mercy
05-29-2003, 04:17 AM
can you make the shells fly with more UMPH?
some of the submachine guns just poop brass instead of flinging it.

Ash
05-29-2003, 04:59 AM
Add the following in the .qc file after the directly next to the shoot sequence

{ event 6002 1 "1" }

and compile...

05-29-2003, 06:33 AM
aah nice one I'll try that out now :)

05-29-2003, 07:03 AM
Hmmm the shell ejects worked for the mp40 but not for any of the other guns but only partially. The mp40 model moves to a somewhat bizarre position when I fire, the shells appear just fine though. This is what my .qc shoot bits for each weapon is like...

mp40 -
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "11" } { event 6002 1 "1" }
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "11" } { event 6002 1 "1" }

STG44 -
$sequence "shoot1" "shoot1" fps 25 { event 5001 0 "41" } { event 6002 1 "1" }
$sequence "shoot2" "shoot2" fps 25 { event 5001 0 "41" } { event 6002 1 "1" }

MG34 (what I guessed was the shoot bit) -
$sequence "downshoot" "downshoot" fps 30 { event 5001 0 "21" } { event 6002 1 "1" }
$sequence "upshoot" "upshoot" fps 30 { event 5001 0 "21" } { event 6002 1 "1" }

and MG42 looks the same as the MG34 with { event 6002 1 "1" } after each "downshoot" and "upshoot"

Either it means the models are screwy or I mucked up :P

Devin Kryss
05-30-2003, 09:24 AM
Yeah, i geuss no one noticed, but I did fix my mg 42 and 34, and reuploaded the zip to fileplanet, with a handfed mg42 as well. It was a line in the qc i had forgotten to include.

05-30-2003, 10:44 AM
How do you find files like that on Fileplanet? Whenever I run searches I only get the Day of Defeat v1.0 installer showing up :/

ripa
05-30-2003, 02:13 PM
www.planethalflife.com/editor321

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.