I didnt write the code, but i put it up there because i kept losing it.
The interweb's a big place.
I use this for mine, you might want to look for some more recoil
animations in the guns themselves.
//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;
Josh Marshall wrote:
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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:
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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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