http://quakeone.com/forums/quake-mod-re ... perly.html
I did this QC edit which fixed the issue of the Plasmagun NOT working in Darkplaces.
However a annoyance that has happened since Day 1 for me regardless of engine.
The Plasmagun NOT having a fire animation. The model itself does - but ingame it doesn't use it.
I have the source code (obviously due to my linked edit). However I cannot for the life of me find where the (first person) fire animation is handled. I want to fix that and have it actually use the frames of animation of the model - I must be blind but where is this handled? I know models.qc contains the info in id1 - but DoE source code doesn't have this file.
Mission Pack 2 Animation fix?
Re: Mission Pack 2 Animation fix?
self.weaponframeooppee wrote:The model itself does - but ingame it doesn't use it.
[...] However I cannot for the life of me find where the (first person) fire animation is handled.
Indeed found the part, but now whenever I touch it - the firing goes to the Lightning guns speed lmao (animation works though).
That's the original code.
In the:
else if (self.weapon == IT_PLASMA_GUN)
the culprit for animation removing is:
The *'s are just to highlight the issue.
If I at ALL touch or edit it out. Animation works - however it then fires just as fast (if not more) than the lightning gun.
I've even checked the weapons.qc (W_Attack) and it's set at 1.0.
Out of even replacing the entire part of the if IT_PLASMA_GUN to be:
It's the same effect as editing out the player_run.
I've been fiddling around with this for a bit and I'm at a loss. I can get animation, but not without making the gun have a insane rate of fire. I even tried keeping the original code part and just adding the self.attack_finished part and still no change.
Code: Select all
//============================================================================
void() W_FirePlasma;
void() player_light1 =[$light1, player_light2 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
if (self.weapon == IT_LIGHTNING)
{
W_FireLightning();
self.attack_finished = time + 0.2;
}
else if (self.weapon == IT_PLASMA_GUN)
{
W_FirePlasma();
player_run();
return;
}
};
void() player_light2 =[$light2, player_light1 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
if (self.weapon == IT_LIGHTNING)
{
W_FireLightning();
self.attack_finished = time + 0.2;
}
};
That's the original code.
In the:
else if (self.weapon == IT_PLASMA_GUN)
the culprit for animation removing is:
Code: Select all
else if (self.weapon == IT_PLASMA_GUN)
{
W_FirePlasma();
************player_run();************
return;
}
If I at ALL touch or edit it out. Animation works - however it then fires just as fast (if not more) than the lightning gun.
I've even checked the weapons.qc (W_Attack) and it's set at 1.0.
Out of even replacing the entire part of the if IT_PLASMA_GUN to be:
Code: Select all
else if (self.weapon == IT_PLASMA_GUN)
{
W_FirePlasma();
self.attack_finished = time + 1.0;
}
I've been fiddling around with this for a bit and I'm at a loss. I can get animation, but not without making the gun have a insane rate of fire. I even tried keeping the original code part and just adding the self.attack_finished part and still no change.
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
player_light1() and player_light2() are designed for a rapid fire weapon, not a single fire weapon like the plasma gun is.
Look at player_shot1-6 or player_rock1-6 for your answers.
You'll need to shorten the animation though as v_plasma.mdl, like v_light.mdl only has 4 animation frames. (5 total, but frame 0 is the
"idle" frame)
Look at player_shot1-6 or player_rock1-6 for your answers.
You'll need to shorten the animation though as v_plasma.mdl, like v_light.mdl only has 4 animation frames. (5 total, but frame 0 is the
"idle" frame)
http://www.quaketastic.com/upload/files ... her-V2.zip
Got it running all now. So it as the projectile not moving fix (when used in Darkplaces) and now the Plasmagun animates upon firing which actually looks a lot better than sitting idle (and allows modders to make a animated weapon replacement)
Thanks for the help mk and Shadow.
Got it running all now. So it as the projectile not moving fix (when used in Darkplaces) and now the Plasmagun animates upon firing which actually looks a lot better than sitting idle (and allows modders to make a animated weapon replacement)
Thanks for the help mk and Shadow.