--
[ Picked text/plain from multipart/alternative ]
Right I found this
Activity CWeaponUSP::GetPrimaryAttackActivity( void )
{
if ( m_nNumShotsFired < 1 )
return ACT_VM_PRIMARYATTACK;
if ( m_nNumShotsFired < 2 )
return ACT_VM_RECOIL1;
if ( m_nNumShotsFired < 3 )
return ACT_VM_RECOIL2;
return ACT_VM_RECOIL3;
}
So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK;
or leave a ACT_VM_RECOIL line in?
On 6/29/07, Josh Marshall <[EMAIL PROTECTED]> wrote:
>
> Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks!
> I had it working before by adding a bone and changing the .qc but this is
> much easier, Ill look into the recoil function.
>
> On 6/29/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > The recoil issue is due to the recoil function (Look it up in your SMG1
> > gun, you will see, depending on the amount fired, a certain activity is
> > played. Some of those won't exist in the css weapons, so my advice is to
> > comment out the if statements and just return primary.
> >
> > The muzzle flash may also be an issue, i posted a fix on the VALVe
> > developer
> >
> > Josh Marshall wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hey,
> > >
> > > For my mod Im using a few weapons from Counter-Strike Source, At the
> > moment
> > > Ive got them working fine apart from the recoil animation when you
> > fire
> > > plays only twice in a row when you first start shooting then stops.
> > But this
> > > is only if you shoot bullet after bullet as it works if you leave a
> > small
> > > break between shots.
> > >
> > > I was wondering what I could do either to fix the model itself or is
> > there a
> > > way to code in a system that accepts the CSS weapon models as they are
> > > without editing the .mdl, I think this was used in SMOD.
> > >
> > > Thanks!
> > > --
> > >
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> >
> >
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