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Firing Animations help

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Firing Animations help

Postby sniperz227 » Sat Apr 30, 2011 2:01 am

Hi i've been searching for animation tutorials and i couldnt find one for firing. Basically what i wanna do is that when my gun shoots i want it to play my animation of the gun
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Re: Firing Animations help

Postby Nahuel » Sat Apr 30, 2011 2:22 am

the animations of the weapons are located in player.qc
basically you need to specific the frames of the gun like "weaponframe"

Look this code in the player.qc

Code: Select all
void()   player_shot1 =   [$shotatt1, player_shot2   ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void()   player_shot2 =   [$shotatt2, player_shot3   ] {self.weaponframe=2;};
void()   player_shot3 =   [$shotatt3, player_shot4   ] {self.weaponframe=3;};
void()   player_shot4 =   [$shotatt4, player_shot5   ] {self.weaponframe=4;};
void()   player_shot5 =   [$shotatt5, player_shot6   ] {self.weaponframe=5;};
void()   player_shot6 =   [$shotatt6, player_run   ] {self.weaponframe=6;};

I do not know why these functions are in player.qc
But there are the animations for the weapons!!!!!!!!! :) :)
hi, I am nahuel, I love quake and qc.
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Re: Firing Animations help

Postby leileilol » Sat Apr 30, 2011 2:24 am

Nahuel wrote:I do not know why these functions are in player.qc

frame macros


and now you know why!

W_Attack() in weapons.qc call these. like

player_shot1();

makes the quakeguy flash dance
i should not be here
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Postby sniperz227 » Sat Apr 30, 2011 2:27 am

oh so if i was my m4a1 firing had 24 frames in total how would i right that ? would i make the weaponframe =24? for player_shot1?
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Postby Nahuel » Sat Apr 30, 2011 2:34 am

sniperz227 wrote:oh so if i was my m4a1 firing had 24 frames in total how would i right that ? would i make the weaponframe =24? for player_shot1?


[EDIT]
Sorry, since you can see my English is very bad.the answer is NO! but you can see the answer in my following answer!
Last edited by Nahuel on Sat Apr 30, 2011 3:06 am, edited 2 times in total.
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Postby sniperz227 » Sat Apr 30, 2011 2:37 am

ok so my code would be

void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=24;
self.nextthink = time + 0.01;

thats all ?
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Postby Nahuel » Sat Apr 30, 2011 2:52 am

for example!

void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
self.nextthink = time + 0.01;
};
void() player_shot2 = [$shotatt1, player_shot3 ] {self.weaponframe=3;
self.nextthink = time + 0.01;
};
void() player_shot3 = [$shotatt1, player_shot4 ] {self.weaponframe=4;
self.nextthink = time + 0.01;
};

....
here you must write all the remaining animations



void() player_shot24 = [$shotatt6, player_run ] {self.weaponframe=24;
self.nextthink = time + 0.01;
};

with regard to the (yellow) frame macro,I believe that if the player.mdl has 6 frames for the shot and you have 24 for the weapon you should use 1 (frame of player) *4 (frame of weapon)
for example
from
player_shot1 to player_shot4
shotatt1
and from
player_shot5 to player_shot9
shotatt2

check the time of nextthink!!
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Postby sniperz227 » Sat Apr 30, 2011 6:50 am

thank you it worked !! :)
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