Modelers, we need to solve the case of the missing BAR draw anims


Whiskas
06-09-2003, 12:43 PM
i was looking in HLMV and noticed there was a decent draw anim for the BAR, however i never saw it ingame. In addition, the BAR never makes that rustling noise when you pull it out.

I looked at the qc file and found this line:

$sequence "up_draw" "up_draw" fps 40 { event 5004 1 "weapons/rifleselect.wav" }

my model is being compiled with the up_draw.smd, howver ingame its not being played because dod cant find any up_draw action.

so i tried replacing up_draw with just draw:

$sequence "draw" "up_draw" fps 40 { event 5004 1 "weapons/rifleselect.wav" }

and that didnt work, so what could the proper command be? its pretty bad that all BAR models cant have any draw anims, and im sure there must be a command, we just have to find it. ideas?

Genie
06-09-2003, 12:47 PM
that is a very difficult problem to solve, it's like trying to guess your buddy's pin number or somthing because you have no clue what the proper name is. I think I remember reading in the General forums that the dev team was going to fix it. I may be wrong however:rolleyes:

Devin Kryss
06-09-2003, 12:49 PM
have you tried actually renaming the smd to draw.smd?

Whiskas
06-09-2003, 12:52 PM
naw the name of the file doesn't matter as long as it has its name mentioned in the QC, its the command that dod identifies the draw anim, that is the problem.

-iNw-Andy
06-09-2003, 01:30 PM
Without a doubt, it's a code issue.

06-09-2003, 01:47 PM
The names that you specify in the QC file don't really matter. What matters is the order that the sequences are placed in the qc file. IE, Gun A calls on sequence #3 for the draw animation. That's pretty much how the game looks at it. My guess is that they just assigned it to use the wrong number for the draw.

Right now it's sposed to be using sequence #3, but I'm thinking it's just calling for sequence #1 instead, which is up_idle.

The Cheat
06-09-2003, 10:08 PM
That was cute. I press one key on accident when im replying to this thread, and the window closes. Stupid ass windows. Anyway, moving on. I recompiled ank/poly bar and changed all the sounds to realistic bar sounds, and it ahs this same line in the qc for the up draw smd. Change the sound to bar_draw.wav and you will hear it in game. While I'm on the topic, why the hell is there a sleeve model floating around on the poly ank bar and how do i get rid of it?


P.S. if you need the bar draw sound i'll send it to you. While you're at it send me the qc and all the **** you are using to make this bar, i want to see what i can do with it.

FIGUUR
06-10-2003, 03:02 AM
Wouldn't it be logic if the command you are looking for is in the default model qc? So, if you'd decompile the default BAR model and open the qc, wouldn't it be there?

I don't have any default models anymore, lost them when my new comp arrived so i can't check it myself....

06-10-2003, 11:35 AM
Here's the BAR draw animation in-game. I'll explain the problem along with another pic in next reply.

06-10-2003, 11:43 AM
After the animation plays, it just goes back to very first frame of the draw anim, which is pictured below. To get it in-game I just switched the order of the idle and draw anims in the qc file.

This is how they're shown in the qc file with the BAR with my reload anims.

$sequence "up_idle" "up_idle" fps 12
$sequence "up_reload" "up_reload" fps 48 {
{ event 5004 31 "weapons/tommy_reload_clipout.wav" }
{ event 5004 90 "weapons/tommy_reload_clipin.wav" }
{ event 5004 110 "weapons/bar_slap.wav" }
{ event 5004 136 "weapons/tommy_draw_slideback.wav" }
}
$sequence "up_draw" "up_draw" fps 60 { event 5004 1 "weapons/rifleselect.wav" }

When you switch to your BAR, the game is mistakingly calls for Sequence #1 to play when infact it should be calling for Sequence #3.

To get the draw in-game, I switched the idle and draw anims, like this.

$sequence "up_draw" "up_draw" fps 60 { event 5004 1 "weapons/rifleselect.wav" }
$sequence "up_reload" "up_reload" fps 48 {
{ event 5004 31 "weapons/tommy_reload_clipout.wav" }
{ event 5004 90 "weapons/tommy_reload_clipin.wav" }
{ event 5004 110 "weapons/bar_slap.wav" }
{ event 5004 136 "weapons/tommy_draw_slideback.wav" }
}
$sequence "up_idle" "up_idle" fps 12

Now it calls for the right animation for the draw, but it's also calling for that for the idle animation. So you end up walking around with what is pictured in the attachment all the time.

Trigger
06-10-2003, 01:00 PM
Sounds liks seomthing that should be brought to the attention of the DoD team.

The Cheat
06-10-2003, 02:05 PM
That's cool how my sig won't work. I hate the internet *cries* :(

Die Schlampfe
06-10-2003, 06:17 PM
Cheat, change the filename to whateverpic.jpg to whateverpic.txt when using geocities ;) :D

Bump, this really needs to be fixed. It is quite annoying.

Whiskas
06-10-2003, 11:43 PM
Originally posted by FIGUUR
Wouldn't it be logic if the command you are looking for is in the default model qc? So, if you'd decompile the default BAR model and open the qc, wouldn't it be there?

thats one the first things I tried, however the original BAR suffers from the same bug, so I couldn't find the solution in the default qc

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