Forum posts

Posted 6 years ago2018-01-08 19:01:45 UTC
in game breaking glitch Post #338589
today i played half-life, i beat it two times in a row. but i noticed a game breaking glitch. i have to noclip to continue. one of the scientist didnt open the door for me. he was the shotgun bearing scientist just before the map c4a1. what did i do wrong?
Posted 7 years ago2017-04-08 13:50:28 UTC
in day of defeat reinforcement time Post #334277
thanks you for your reply. this explains everything. :)
Posted 7 years ago2017-04-03 09:04:06 UTC
in day of defeat reinforcement time Post #334215
i looked all dod console commands from the net. i searched from google and there is nothing bout how to change reinforcement time. and there is no option at the server create scrren. isnt this possible? nobody knows at the twhl? :(
Posted 7 years ago2017-03-31 21:07:17 UTC
in day of defeat reinforcement time Post #334179
how to change it? i cant find anything. are there a command for it. and ill be happy if you post another useful commands for making a dod sv.
Posted 7 years ago2017-01-12 14:20:19 UTC
in Floating Weapons - Is it Possible? Post #333042
@twitch1

i guess weapons cant picked when midair. they should hit ground for this.

i encountered several times,

same thing happens when a monster drops his gun to inside of a wall, the guns slowly falls and rotates in solid wall, if gun hits the ground after falling in that solid brush, then it is posible to pick up.

if i recall correct this thing also happens when monster drops his gun into his collision hull. you have to wait until dying sequence is over to get his weapon.
Posted 7 years ago2017-01-09 14:51:58 UTC
in Floating Weapons - Is it Possible? Post #332999
i guess entities of weapons are coded for not to use model sequence from w_ models. but you can include rotating versions of w_ models, you can use them with another entity.

for example make an animated rotating "w_9mmar" model, and name it "9mmar_rotating" and use it with a "cycler" entity. and add a trigger for equip.

http://twhl.info/tutorial.php?id=64

i found this, i guess this is about adding a model key that can be picked from the ground.

but sadly i dont have any idea about posibility of deactivating model entity after equipping.
Posted 7 years ago2017-01-05 12:44:31 UTC
in cant extract hl1 beta textures from hl:s Post #332974
yes a bit odd :D but i remember some years ago we have to edit team fortress 2 models files little bit with notepad, for decompiling. otherwise it wont decompile. i guess it around 2008. and i dont know any source modding knowledge at all, really. i though you meant something like this :D
Posted 7 years ago2017-01-04 12:48:20 UTC
in cant extract hl1 beta textures from hl:s Post #332971
how to make vpk's dir in the filename, do you mean directory? i tried this now, but doesnt work, cant able to add dir to filename.

edit: hmm there is a file hl_000_dir.vpk, hmm works thank you very much :)
Posted 7 years ago2017-01-04 12:14:56 UTC
in cant extract hl1 beta textures from hl:s Post #332969
i learned half-life 1's beta textures contained in hl:s vpk's.

with hope of finding interesting stuff i tried to extract them frrom vpks, i guess they are in vpk files.

i wassnt know any source modding info. so i opened valve developer wiki to learn it. i tried stuff from there but no success. (vpk.exe hl_00whatever.vpk from cmd)

i tried with source sdk 2013's vpk.exe. and tried with that common sofware i guess it was called gcfscape. but no success. in gcfscape it only shows a folder called root, but i cant access in.

1) how to open hl:s' vpk

2) are textures of hl:s stored in these vpk's?

maybe those softwaresd wont work properly in windows10, maybe this is my problem but there arent any evidence for this.
Posted 7 years ago2016-12-30 20:05:46 UTC
in what do you think about my mod idea(grey Post #332911
i guess im gonna add trigger and grip for make it usable for humans too.

thank you for encouraging :)
Posted 7 years ago2016-12-30 01:07:54 UTC
in what do you think about my mod idea(grey Post #332901
:D yes too much work on me, but i hope ill figure some efficent approach, some of them is beyon my knowledge but ill learn them when needed.

right i understand about noisy cricket, i also have similar thought about it. they shuldnt wast the idea.

yes i also think in some similar things about alien weapons. idont like many alien weapons' design only alien balster from fallout is slightly nice. and you can pass me some nice designs for alien weapons if you want, your design or any design, i haave to consider different designs, i never designed an elien gun before.

hmm now i understand you, perhaps you did similar way with me, i made two working heating code, and now tried to stich together, i also get semi autos :D poor me :D gonna take a while then. But mine is works perfectly fine except that, overheating in some time, cooling in much more time and next overheat depends when you start to fire again full cool or partial cooled. and funnily in the very far past i cant succeed on making semi auto guns, now i got semi autoss :D

but this must be easiest coding thing. it could solve in short time.
if you can code something similar to the Ghoul system (Soldier of Fortune), the battles against aliens could be as funny as to see the scene where K blows alien heads as a punishment just to see them grow again
i may add this kind of stuff but not much for not to disturb original goldsource appearance. and i may add "link gun victim" effect from unreal tournament, it is esential for alien victim bodies.

now im more afraid about project but ill pursue this project.

before any mod content i should make list for needed contents. because targets is important to achive something.
Posted 7 years ago2016-12-29 22:13:44 UTC
in what do you think about my mod idea(grey Post #332899
Yes too promising, but i believe i can, tough little bit scared about size of this project :)

ill make this mod by myself. :)

it seems this alien idea may feature vast amount of ideas, i see from you how alien concept will go rich in that way, but i realized i guess im gonna make with some other ideas. and i dont have detailed ideas but i realized i got more solid ideas than i pointed.

alien war machines, could be a minor thing it will fit, but ,i dont go with that as main thing.

i may inspire some ideas from the movie i was thinking about this, but im also thinking about real men in black.

im not gonna make that dildo like weapons. for humans im gonna add weps mostly like normal weps, maybe m16's or H&K's, shotguns and rifles. i wonder why noisy cricket is fail, and whats wrong with dildolikes? i dont like MiB weps either but ill add very powerfull pistol for aliens.

im gonna use animal NPCs as ornaments only, and other groups like theorist freaks will be sidestory and some civilians as ornamants :D

there will be different misions and different posible mission endings, or i may make it without ending :D

about the the thing and transformation stuff, i guess i need different things i cant go with them, they would be much dark and heavy, i prefer more casual and cliche ideas, ill hope other players would consider in this way, otherwise mod will be unpopular. ill watch those movies maybe. :)

i was thinking prehistoric fishes as a aquatic monsters, but i dont know is it posible to stich this idea to plot.

ill add some stuff to coop to make sure players wont complete map if they wont wait others, just like in left 4 dead. i hope i can code it.

there will be vehicles, i was thinking a point entity based train, if i cant code it ill add brush based one. and ill add jetpack :D jet pack coding gonna be little easy, i was experimenting about it :D

ill planning to add more vehicles of course. if i cant code ill make them with brush.

i dont heard about act_thingy thing i know i need to read much more tuts.

third person maybe,

no i hate experience system

im gonna kill aliens with rifles, perhaps i never implement overheating in my mod.

there should be some mods using overheating, didnt you find any codes? what do you want. i dont know, it seems too easy. before replying this i made a sample code for that took few minutes but needs to be polished, but too lazy about this, and i dont know how to initialize in hud. perhaps my code will work with visual appearance of the gun and animation. im not gonna show barrel heat in hud.

because im poor coder because im inexperienced and haven read wwhole sdk yet.

no this isnt much feedback. but it was hard to reply your feedback :D but if you wanted to share more ideas, you can tell more. :)

now i got more solid ideas. so it will be better making some game art to show, than showing ideas list. because showing ideas istead of mod content will take more time.

and i think getting feedback on game art will be more efficent. because i have more solid ideas :)

and thanks for the feedback :)
Posted 7 years ago2016-12-29 06:07:58 UTC
in what do you think about my mod idea(grey Post #332890
tl;dr at the down there

In these days i have suffering from lack of some type of games.

One of them are some alien titles. I want to see grey alien, men in black, conspiracy, weird and interesting cases, you know this kinda stuff. :)

Yeah there is lots of title using some stuff like them, "Fallout 3", "FO: New Vegas", "Destroy All Humans", and maybe more.

But i'm not satisfied because i don't have any suitable title for me. Fallout 3 aliens are intense but not fun and rich enough and doesn't satisfy me at all. And i didn't play Destroy All Humans because don't have any "PS".

Maybe there is some titles features things that would satisfy me, but i cant find any, at least in my favorite game types mainly fp(s) and little third person (shooter) games. And, by the way, game suggestions will be accepted if you know any title.

Anyway now i got this idea for modding, though i got another ideas too but i wanted to concentrate on this one.

However i discussed this with my friend and my friend told me it was an outdated idea. But i wanted to discuss with more people, because i didn't satisfied with his critic due to my faith to my project.

And also it seems this will be a long time project, its clever to discuss before deciding to launch this project .

tl;dr

I want to know what do you think. any suggestion, any criticism, any feasibility study, any comment or any idea will be accepted and/or being expecting. Yeah little bit creepy as with that much cliche, but here we go:

Grey aliens,
Govt. men - men in black,
Soldiers,
Conspiracies,
UFO's
Humor in traces or full comedy,
Lots of different NPC's,
Citizens,
Conspiracy theorist freaks,
Or even believers to some kind of UFO cult,
Ancient UFO doctrines,
Cities in alien invasion,
Or rural areas with people encountering UFO cases.
This kind of stuff that you expected in a cliche alien stuff,
New arsenal of course,
good story,
Rich details to give intense atmosphere,
Real NPC's not rip of models and not reused NPC codes, maybe some animals etc.
Of course lots of new and coded stuff,
Cooperative and Solo Gameplay, new Teamplay variations,

If i didn't forget, that is all. Except arsenal, plot, chapter or detail ideas. I have general concept ideas about these four, but i dont have any real plot idea, and i don't have any detail ideas except cliche stuff that is occasionally used in some movie titles, such as aliens landed on corn field.

Don't get wrong, my thread's intention is about above list, im not mainly asking what should i do about that four. But both are accepted and expected.

Finally, thank you for contributing this thread. Also there is a poll for those that replied and for those didn't.

http://www.strawpoll.me/11979875

sorry tried to embed that but i cant figure embeding out.
Posted 7 years ago2016-12-29 01:50:36 UTC
in gmax smd exporter Post #332889
ithink ive found it, now going to try to check will it work? sorry about posting but i thought i cant find due to past that much years after gmax releassed.

https://neverwintervault.org/forums/neverwinter-nights-1/nwn1-custom-content/gmax

link is at this page if somebody else wants it. an yes it was at the in the first page of search results. but i didnt noticed along when surfing on other results, because im exhausted. sorry again not to noticing too soon and posting a thread.
Posted 7 years ago2016-12-28 23:44:57 UTC
in gmax smd exporter Post #332888
im looking for goldsource smd exporter for gmax 1.2, it seems i couldnt find any on the net. need help :)
Posted 7 years ago2016-12-26 17:14:05 UTC
in TWHL4 Design Crowdsourcing Post #332853
http://worldbuilding.stackexchange.com/

http://stackoverflow.com

i love thees sites. simple but very useful.

edit: shortened, im not comfortable with old length of my post.
Posted 7 years ago2016-12-26 16:30:30 UTC
in colors.wad missing Post #332858
thanks
Posted 7 years ago2016-12-26 15:26:40 UTC
in colors.wad missing Post #332856
there is some maps needs colors.wad in twhl. for example colors minicompo maps. but it seems nobody included wad file in his map. and link provided color minicompo's page is dead.
Posted 7 years ago2016-12-24 23:30:57 UTC
in game_player_equip Post #332850
im curious about this situation, i tried same thing for seeing what will happen. i not succeed on making same thing. is it posible to make an entity acts like another one?

edit: i found some info at http://twhl.info/wiki.php?id=1087
Posted 7 years ago2016-12-23 15:02:48 UTC
in Post your screenshots! WIP thread Post #332827
i was hoping nobody will notice but you noticed
You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.
yes :D poor me :D i was thinking "people concentrate to my concept so they wont notice flaws, so im gonna upload without fixing it yet"

obviously there is not enough concept details to make people concentrate, just plain walls :D but my mistake i didnt think at the first time "its not yet detailed much so flaws will be noticed instantaneous." :D

thanl you guys, your critics are good for a rookies like me, i didnt even notice some flaws without you :)

im continuing to develop mapping skills :D im planning to give lots of details to this map, i wont let this concept die :D

i didnt recognize these first 2 pictures but it seems office complex, first i thought its for somekind enhanced goldsource but after examining, its for source(lol :D). goodluck on it.
Posted 7 years ago2016-12-21 23:09:18 UTC
in succesful and popular maps/mods made by Post #332810
yesterday i decided to start to my first serious modding attemp. and realized somethings i never know making a scripted sequence :D

and possibly lack of knowledge in many things. now i dont consider myself as a hl modder until i complete that serious mod.

and about the my entity candidate thing, i tried to remember but i dint remember at all :( i guess it was something like yours or it was something like overcome GS's limitations :D

overcoming goldsource's limitations is evil, especially for a standart modder :D

i felt desperate for that because it is like becoming obsesive or something like that. obsessive because never readed too much tuts about limitation of GS but thinked too much to overcome limits. this is drained my enthusiasm.

i dont tried to make the AA title mods. but i wasted some limits of GS with making poor designed maps etc. so i thought engine couldnt handle me, but it was me couldnt handle the engine.

be happy with your engine, or read so many tuts to go better engine. but if you dont read that much and then complain with your engine this makes you desperate :D

im wiser and ill work harder, i wont work dumber :D

but not gonna switch my engine, im happy with my engine now :D and when i dont under stress of graphics i loved old GS again :D

fun is the key, not the graphics :) and realized this, hl's original graphics always will be raising the imagine power up.

now gonna read lots of GS tuts :D maybe unreal tuts after becom ecpert GS modder.

dont think much in your opinions. read more stuff, then see you are almost oppositely wrong about truths :D
Posted 7 years ago2016-12-18 14:14:28 UTC
in Need someone to test my map Post #332781
t dont think my net can hande this, but ill give it a try when im able to handle :D

i dont know much about including wad, sesarch on forums for that, if not exist open new thread about it. also ask unused wad errors on forums.

and my first criticism about your map, people not likely to play your map if your wads are that big, unless your map if not become popular as dust2.

this is almost imposible :D so try consider what could think players about your map :D :D
Posted 7 years ago2016-12-17 23:55:33 UTC
in Need someone to test my map Post #332772
perhaps there is some more missing things. but its working with that files i listed. imean maybe i have got another custom textures already if you used from other maps. so then maybe someone else will encounter another missing file.
Posted 7 years ago2016-12-17 23:51:57 UTC
in Need someone to test my map Post #332771
i hardly downlaoded due to my internet errors. i encounered that errors since yesterday :D

lol it was like a joke find missing wad and copied renamed placed another wad for that, and happened and happened again :D

fire3.spr
cd5s.wad
hellsgate.wad
johnstons.wad
profs_armistice.wad
zzero_jail.wad
zzero_ciudad.wad

are missing.

but in the frst look it has a good playing zone on the middle :D
Posted 7 years ago2016-12-17 23:07:02 UTC
in Competition 34: HL Re-Imagined Post #332769
very nice piece of art :D crossfire.

i cant judge experts but i see some stuff makes my eye uncomfortable. if you would like to accept my thoughts here it is;

that double doors sits disturbingly perfect on that walkway :D feels like doors fixed to that way. maybe you should add door stoppers to make more explainable allignment to path. :D

what is the sense of these 4 concrete roadblocks sitting there

also i would love to join this compo if i could imagine in more creative ways. but i dont think i could :(
Posted 7 years ago2016-12-17 18:23:42 UTC
in Maximum texture size Post #332765
skybox always rendered even if it is fall behind of a wall
if my thery about rendering skybox is true.

this means, if you running on fulhd engine draws two fullhd frames in each frame.

i mean 256^2 skybox rendered fullscreen on 1920*1080 pixel then map brushes rendered fullhd as overlapping second image.

this maybe cost some performance

but i got another teory too,

if near wall texture is planned 512^2, then placing far mountain images with higher resolution is meaningless for that game.

i know theories isnt enough but i wanted to say :D
Posted 7 years ago2016-12-17 18:11:04 UTC
in Post your screenshots! WIP thread Post #332763
its 48*48 modified original half-life tile :) placed on 64X units thick walls :D and also not alligned one brush texture to another :D i was hoping nobody will notice but you noticed :D

im gonna scrap it and remake new and more spectacular map :D

main reason of making this concept map was thinking and experimenting on color concept :D
Posted 7 years ago2016-12-17 17:39:55 UTC
in Maximum texture size Post #332762
wow is it possible to convince valve to change this? :) are they gonna change engine for this kind of request?
Posted 7 years ago2016-12-17 16:46:37 UTC
in Post your screenshots! WIP thread Post #332756
oh tread for wips nice i was uploading them to show my wips. its nice :)

its a concept map, im working on.

i know its blocky, empty and wall sizes are bad. but it is much about concepting. ill add crates, barrels and stuff.

idea: minimalist hardcore cs map, distinctive colors.

first time embeding a screen hope did right :)
User posted image
Fixed your embedded image - Mod
Posted 7 years ago2016-12-17 15:53:00 UTC
in Maximum texture size Post #332755
this problem also bothered me, i was trying to use hd skybox to use more open area maps but its imposible.

skybox should be only 256^2 for each plane.

i tried another sized textures and this causes only error. not all errors crashes the game but not works correctly. such as if you use different texture proportions it only causes tiling of that texture to achieve 256*256.

skyboxes rendered different than other 3d objects. main difference is, normal 3d objects size differs by how far it is. but skyboxes are never change their size or orientation to view origin. skybox only can change its angles.

this gives an ilusion of the sky is way further than other objects.

such as a star in the sky is far compared to a npc in the map.

so my guess is there is no engine function coded to handle size chage of sky texture.

and why it is fixed on 256 pixel texture

i guess this is for performance, i guess skybox always rendered even if it is fall behind of a wall(im not sure about that). so they used 256pixels to hardcode it
Posted 7 years ago2016-12-16 22:43:37 UTC
in succesful and popular maps/mods made by Post #332744
spinning like a drill
lol :D
a kind person spoonfeeded me
what kind of a kind person is it? and where did you find it?
After 12 years the mod is done in what coding means
you completed coding in 12years? wow. when did you started and how old were you back then? now i get it i thought you worked 6 years straight. but you did 12 years with 6years active right?
tomorrow I will tell you what happened with the maps and the cinematics
im waiting for it, tomorrow or whenever you do manage time to continue telling.
I hope you did pass that exam with a "cum laude"
it was easiest lessons exam, hardest ones starting after 2 weeks later and spans to following two weeks.

i have some similar experiences in modding like your entity candidate thing. but i cant managed and as you did, and felt desperate and crushed. ill tell what i encountered to become desperate. but today i dont have time to tell now :D ill tell later :D
Posted 7 years ago2016-12-16 21:01:24 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332742
oh just noticed i guess there is an example of putting texture to model complex brush. it is done by "instant mix" for half-life reimagined, saw from the 4th page of compo 34 forum. i didnt aware of his work. what a coincidence :)
Posted 7 years ago2016-12-16 00:45:14 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332731
ok, thank you Tetsu0 for the answer. :) and also thank you Shepard62700FR for giving this idea :)
Posted 7 years ago2016-12-16 00:34:20 UTC
in succesful and popular maps/mods made by Post #332729
yes, i learned c++,hammer,some modeling, i was thinking im wise and knows enough things to mod sometihng. i spent time to modding experiments but not succeed even complete a reasonable project.

then i decided to make real mods and found this site.

i realized i was ignorent and i figured i wasnt know much about programming,modeling,mapping

even i was making complex brushes with carving :D and trying to code visual effects for half-life in serverside :D what a stupid.

eventually when i started to learn making real mod, i started to feel desperate and dismotivated.

i was thinking i couldnt spent anything more without progress. so then i wanted to ask for adviced to you. and you gave me well explanations.

and now i can make more wisely decisions because of your advices. and your advices also motivated me because i couldnt get rid from desperate when i couldnt see what beyond from startline. an experienced can see beyond the horizon.

thanks guys for your help. :) and your works are great i checked them i never imagine like these before. i also wanted to apreciate them. good luck on your next projects.

my exam is done for this week so i can make more maps for now. :D
Posted 7 years ago2016-12-15 22:55:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332727
clever idea :) worth a try, it takes long to see what i can done with that. and i wonder are there any expert mapper doing stuff like this?
Posted 7 years ago2016-12-14 23:22:31 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332712
i guess somebody on this forum developing sledge editor. i have a suggestion about it.

i dont sure maybe this is obsolete but. i was planning to make a brush car modeled from original one. then i realized it would be easier if i could place a background image to views.

i never attempted to do somtihng like modelling real one. would expert mappers agree this i dont know, but if it is possible and viable could you add that feature to sledge.

-why i need to model that kind of brushwork?
-i can motivate and practise when modelling with brush.
-also it would help with making complex brush from sketches.

this feature used on modelling.

http://isaacwilliams.net/wordpress/wp-content/uploads/2007/12/blender-2-1-basic-setup.png
Posted 7 years ago2016-12-10 14:15:24 UTC
in succesful and popular maps/mods made by Post #332647
these are awesome. i readed them all. they are very reasonable as advice. and awesome works done by you. sorry for cant replying long. i got exam 3 days later. i wanted to comment long for appreciate your works. but cant post today. i tried to write something i didnt closed that window from a while when trying to study exam. but i didnt think any words to reply yet.
Posted 7 years ago2016-12-09 21:58:39 UTC
in succesful and popular maps/mods made by Post #332638
i wonder do you guys any of you involved making a mod or map that succeed very well and/or loved by masses? is it possible for me, since i cant make radical mods on my half-life? what are the secrets of that? lets talk about this. i hope this thread go useful for me and others. :)
Posted 7 years ago2016-12-04 23:39:51 UTC
in strange phenomenon occuring in half-life Post #332554
seems plausable but i want to to know why this is only visual. maybe it is only about with render coordinates entitiy coordinates was fine maybe. which css version you used? im gonna search abut this phenomenon this thing excites me as a hl fan. maybe graphics programmers can explain. (i tried just few minutes ago this thing happens in half-life:day one)
Posted 7 years ago2016-12-04 17:13:18 UTC
in strange phenomenon occuring in half-life Post #332552
i heard a phenomenon from a friend. he said it was present in v1.0.0.5 he encountered it when i guess in 2002. he said if you will noclip from the level for a while -i guess directly up or down, he said you will be see another copy of map. but not with the entities. if you noclip back to where you came as with repeating noclip exact count again but in the other way, you will be see again original map with entities.

this type of thing occurs in quake engine too for example if you noclip down from map then close noclip and fall to void space, then game resets player on way high above the map and after continue to fall youll hit map again. if you miss landing to map this sequence repeats. and it makes ilusion of falling infinitely with seeing map from above after falling few seconds. but every time you envounterred with same map again, different from half-life phenomenon.

i cant find this version of game. i dont have this version to check and i wonder maybe it is true and maybe it is a corrupt version of quake's fall reset system. anybody knows this too? maybe you guys can help me. :D

my question, is this phenomenon true and why this hapens?

(i guess my firend also encountered fps problems back when he encountered this)
Posted 7 years ago2016-08-21 09:08:24 UTC
in hammer editor entity angle problems Post #331340
looks like you are knowing much or less with other engines. i don't even know about source because i just wasted my time with mainly GS and now i cant even make an useful thing with that.

since i cant make maps on GS even after that learning period this means i am silly and GS doesnt make me satisfied enough. yes i just realized i was spend that years with making boxy maps and the result is now i cant make any maps with shapes that required to make. what a waste of time. not my fault but valve's fault. they shouldn't use quake engine they rewrote the most parts of it anyway. they should make nicer engine.

id like to see your tutorials, maybe CE will satisfy me or not i dont know.

as a person who wasted years i suggest you dont be quick on the tutorials. search well for other's tutorials if somebody included some parts that you want to make tutorial on it then dont write full tutorial on that just cover some missing part of his tutorial. and include your tutorial with his tutorial on your center. there is no room for wasting time. still maybe i am wrong and obsolete on that suggestion because i dont know what you exactly making. you know better what you are trying to make. goodluck on that :)

i cant make maps with my requirements in hammer. and there is some difficulties on sledge for me. my last chance is to use J.A.C.K i hope it will help me on my designs. i guess it will not make problems on entity angles.

btw i wasnt aware what other engines works like such as substractive. i dont even know what is unreal like and being only in GS modding is narrowing knowledge it is not good at all.
Posted 7 years ago2016-08-21 02:07:24 UTC
in hammer editor entity angle problems Post #331336
yes. source and goldsource engine's visual and physic calculations related. if you gonna make too complex geometry then your physics gonna mess. if you gonna make perfect calculated not messed physics then your visulas will mess. i was using goldsource because of it is easy. but altough ease i should altered my all designs to overcome engine boundaries just like all gold source mappers do. and always there is some leak or polygon splittling or other compiling problems but biggest mess is vertice coordinate errors, misshaped brushes and so on. am i silly because all compiling sessions results with chop my desing out. so my maps turns to a box. i started source mapping 2 days ago but there is similar dificulties. and started making unreal maps yesterday and it is too complex i think :( i should find another one :(
Posted 7 years ago2016-08-21 00:49:12 UTC
in hammer editor entity angle problems Post #331334
goldsource modding is always bad because should overcome some boundaries to make something creative on that.

what type of rotating do you want? constant rotation when riding on track? or rotating only when crashing moment?

btw it is not that similar question i think. and i was wondering that kind questions before. so should we make a private thread for that? if you make it send the link here than we can collect solutions for that or similar situations on that
Posted 7 years ago2016-08-20 23:01:48 UTC
in hammer editor entity angle problems Post #331332
adjusting and pressing enter works sometimes.

deactivating smartedit, it is same.

fgd no angles in the fgd may be this is the problem there should be angle keys for every entity. but no predefined or undefined angle property at any entity in the fgd file.

i tried v3.4, v3.5.2. nothing changed. maybe this wont happen in sledge but i got another odd things in sledge. i dont remember now but i got.

i will now change my editor again and im going to another engines editors. there is always mapping error in my goldsource maps even after that years of learning goldsource. goldsource is wasting of precious time. yes exactly. i will go back while i can. i dont want to go out from threads subject but i m despaired because wasted years. i just noticed this is waste because i didnt go in that much goldsouce before. i hope you guys not gonna mad if i open "why you shouldnt start to goldsource modding" thread someday.
Posted 7 years ago2016-08-20 19:32:49 UTC
in hammer editor entity angle problems Post #331326
always when i edit the angles of an entity for example adjust spotlight angle or info_player_deathmatch angle, it is resets and angles of my entity appears unadjusted after compiling. even when i open entity properties window it is resets the values before the compiling. what is the problem and how can i fix it? (im using windows 10).
Posted 7 years ago2016-08-20 19:25:17 UTC
in visible player/npc collission hull Post #331296
is there any console command for showing monster bounding boxes? why nobody answers? am i asking an obsolete question? :(
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-04 20:01:06 UTC
in goldsrc studiomdl qc file error Post #331088
i did nothing but i can compile decompile now. what is changed and what is the solution i dont know but it is working now :D
Posted 7 years ago2016-08-04 01:47:36 UTC
in goldsrc studiomdl qc file error Post #331076
i cant compile with jeds hlmv and i cant compile with drag drop to studiomdl.exe :( probably this is about file/folder editing rights problem as asked by shephard. but if this is a compatibility problem we cant make hl models anymore. :(
Posted 7 years ago2016-08-03 12:54:03 UTC
in goldsrc studiomdl qc file error Post #331069
here is my QC file it is just decompiled gsg9 model from cs. i just added one line "$origin 0.000000 0.000000 -36.000000". and in couple minutes ago i tried to compile in another pc(its OS is win7) it worked except 1 thing files that decompiled in win10 PC doesnt work. it is also gives an error looks like ".\/ÈrªèBUHSX@SV0é‡ cY not found" similar but not the same error. have to decompile model in win7 then modify QC file for my mod then i can compile the mdl. but i have to figure a way to decompile/compile in windows 10 becasue i cant always reach another pc.

/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

gsg9.mdl

Original internal name:
"GSG9\gsg9.mdl"
*/

$modelname "gsg9.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$origin 0.000000 0.000000 -36.000000

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000

//reference mesh(es)
$body "studio" "GSG9"

$bodygroup "backpack"
{
blank
studio "defuse"
}

// 2 attachment(s)
$attachment 0 "Bip01 R Hand" 10.855000 -0.416715 1.870680
$attachment 1 "Bip01 L Hand" 10.855000 -0.416715 1.870680

// 1 bone controller(s)
$controller 4 "Bone01" ZR 0.000000 30.000000

// 21 hit box(es)
$hbox 3 "Bip01 Pelvis" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000
$hbox 6 "Bip01 L Thigh" 2.660000 -3.690000 -3.090000 18.160000 4.880000 3.310000
$hbox 6 "Bip01 L Calf" 0.380000 -3.970000 -2.840000 17.600000 4.000000 2.940000
$hbox 6 "Bip01 L Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000
$hbox 7 "Bip01 R Thigh" 2.470000 -3.690000 -3.160000 18.129999 4.880000 3.380000
$hbox 7 "Bip01 R Calf" 0.310000 -3.970000 -2.840000 17.600000 3.940000 2.970000
$hbox 7 "Bip01 R Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000
$hbox 3 "Bip01 Spine1" -3.250000 -5.500000 -5.500000 4.830000 5.500000 5.500000
$hbox 2 "Bip01 Spine2" -0.060000 -5.530000 -7.590000 8.000000 7.000000 7.590000
$hbox 2 "Bip01 Spine3" -2.250000 -6.810000 -6.310000 6.500000 5.090000 6.310000
$hbox 2 "Bip01 Neck" -3.110000 -1.500000 -3.000000 2.050000 3.500000 3.000000
$hbox 1 "Bip01 Head" -0.330000 -4.500000 -2.500000 8.000000 4.500000 2.500000
$hbox 4 "Bip01 L Clavicle" 0.940000 -2.880000 -4.130000 5.440000 4.280000 3.500000
$hbox 4 "Bip01 L UpperArm" -2.160000 -2.340000 -2.560000 11.560000 3.410000 2.380000
$hbox 4 "Bip01 L Forearm" 0.590000 -1.810000 -2.190000 10.750000 2.840000 2.410000
$hbox 4 "Bip01 L Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790
$hbox 5 "Bip01 R Clavicle" 1.380000 -2.840000 -3.560000 5.690000 4.310000 4.310000
$hbox 5 "Bip01 R UpperArm" -1.880000 -2.470000 -2.160000 11.810000 3.280000 2.810000
$hbox 5 "Bip01 R Forearm" 0.440000 -1.970000 -2.340000 10.590000 2.720000 2.220000
$hbox 5 "Bip01 R Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790
$hbox 8 "Bip01 L Hand" -16.100000 -6.500000 -19.000000 10.600000 1.500000 33.000000

// 111 animation sequence(s)
$sequence "dummy" "dummy" fps 24 loop
$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 1
$sequence "crouch_idle" "crouch_idle" fps 10 loop ACT_CROUCHIDLE 1
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1
$sequence "run" "run" LX fps 60 loop ACT_RUN 1
$sequence "crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "longjump" "longjump" fps 30 ACT_LEAP 1
$sequence "swim" "swim" fps 30 loop ACT_SWIM 1
$sequence "treadwater" "treadwater" fps 24 loop ACT_HOVER 1
$sequence "crouch_aim_carbine" {
"crouch_aim_carbine_blend1"
"crouch_aim_carbine_blend2"
"crouch_aim_carbine_blend3"
"crouch_aim_carbine_blend4"
"crouch_aim_carbine_blend5"
"crouch_aim_carbine_blend6"
"crouch_aim_carbine_blend7"
"crouch_aim_carbine_blend8"
"crouch_aim_carbine_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_carbine" {
"crouch_shoot_carbine_blend1"
"crouch_shoot_carbine_blend2"
"crouch_shoot_carbine_blend3"
"crouch_shoot_carbine_blend4"
"crouch_shoot_carbine_blend5"
"crouch_shoot_carbine_blend6"
"crouch_shoot_carbine_blend7"
"crouch_shoot_carbine_blend8"
"crouch_shoot_carbine_blend9"
blend XR -90 90 fps 15 { event 5001 0 "40" }
}
$sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30
$sequence "ref_aim_carbine" {
"ref_aim_carbine_blend1"
"ref_aim_carbine_blend2"
"ref_aim_carbine_blend3"
"ref_aim_carbine_blend4"
"ref_aim_carbine_blend5"
"ref_aim_carbine_blend6"
"ref_aim_carbine_blend7"
"ref_aim_carbine_blend8"
"ref_aim_carbine_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_carbine" {
"ref_shoot_carbine_blend1"
"ref_shoot_carbine_blend2"
"ref_shoot_carbine_blend3"
"ref_shoot_carbine_blend4"
"ref_shoot_carbine_blend5"
"ref_shoot_carbine_blend6"
"ref_shoot_carbine_blend7"
"ref_shoot_carbine_blend8"
"ref_shoot_carbine_blend9"
blend XR -90 90 fps 15 { event 5001 0 "40" }
}
$sequence "ref_reload_carbine" "ref_reload_carbine" fps 30
$sequence "crouch_aim_onehanded" {
"crouch_aim_onehanded_blend1"
"crouch_aim_onehanded_blend2"
"crouch_aim_onehanded_blend3"
"crouch_aim_onehanded_blend4"
"crouch_aim_onehanded_blend5"
"crouch_aim_onehanded_blend6"
"crouch_aim_onehanded_blend7"
"crouch_aim_onehanded_blend8"
"crouch_aim_onehanded_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_onehanded" {
"crouch_shoot_onehanded_blend1"
"crouch_shoot_onehanded_blend2"
"crouch_shoot_onehanded_blend3"
"crouch_shoot_onehanded_blend4"
"crouch_shoot_onehanded_blend5"
"crouch_shoot_onehanded_blend6"
"crouch_shoot_onehanded_blend7"
"crouch_shoot_onehanded_blend8"
"crouch_shoot_onehanded_blend9"
blend XR -90 90 fps 15 { event 5001 0 "10" }
}
$sequence "crouch_reload_onehanded" "crouch_reload_onehanded" fps 30
$sequence "ref_aim_onehanded" {
"ref_aim_onehanded_blend1"
"ref_aim_onehanded_blend2"
"ref_aim_onehanded_blend3"
"ref_aim_onehanded_blend4"
"ref_aim_onehanded_blend5"
"ref_aim_onehanded_blend6"
"ref_aim_onehanded_blend7"
"ref_aim_onehanded_blend8"
"ref_aim_onehanded_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_onehanded" {
"ref_shoot_onehanded_blend1"
"ref_shoot_onehanded_blend2"
"ref_shoot_onehanded_blend3"
"ref_shoot_onehanded_blend4"
"ref_shoot_onehanded_blend5"
"ref_shoot_onehanded_blend6"
"ref_shoot_onehanded_blend7"
"ref_shoot_onehanded_blend8"
"ref_shoot_onehanded_blend9"
blend XR -90 90 fps 15 { event 5001 0 "10" }
}
$sequence "ref_reload_onehanded" "ref_reload_onehanded" fps 30
$sequence "crouch_aim_dualpistols_1" {
"crouch_aim_dualpistols_1_blend1"
"crouch_aim_dualpistols_1_blend2"
"crouch_aim_dualpistols_1_blend3"
"crouch_aim_dualpistols_1_blend4"
"crouch_aim_dualpistols_1_blend5"
"crouch_aim_dualpistols_1_blend6"
"crouch_aim_dualpistols_1_blend7"
"crouch_aim_dualpistols_1_blend8"
"crouch_aim_dualpistols_1_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_dualpistols_1" {
"crouch_shoot_dualpistols_1_blend1"
"crouch_shoot_dualpistols_1_blend2"
"crouch_shoot_dualpistols_1_blend3"
"crouch_shoot_dualpistols_1_blend4"
"crouch_shoot_dualpistols_1_blend5"
"crouch_shoot_dualpistols_1_blend6"
"crouch_shoot_dualpistols_1_blend7"
"crouch_shoot_dualpistols_1_blend8"
"crouch_shoot_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "crouch_shoot2_dualpistols_1" {
"crouch_shoot2_dualpistols_1_blend1"
"crouch_shoot2_dualpistols_1_blend2"
"crouch_shoot2_dualpistols_1_blend3"
"crouch_shoot2_dualpistols_1_blend4"
"crouch_shoot2_dualpistols_1_blend5"
"crouch_shoot2_dualpistols_1_blend6"
"crouch_shoot2_dualpistols_1_blend7"
"crouch_shoot2_dualpistols_1_blend8"
"crouch_shoot2_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30
$sequence "ref_aim_dualpistols_1" {
"ref_aim_dualpistols_1_blend1"
"ref_aim_dualpistols_1_blend2"
"ref_aim_dualpistols_1_blend3"
"ref_aim_dualpistols_1_blend4"
"ref_aim_dualpistols_1_blend5"
"ref_aim_dualpistols_1_blend6"
"ref_aim_dualpistols_1_blend7"
"ref_aim_dualpistols_1_blend8"
"ref_aim_dualpistols_1_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_dualpistols_1" {
"ref_shoot_dualpistols_1_blend1"
"ref_shoot_dualpistols_1_blend2"
"ref_shoot_dualpistols_1_blend3"
"ref_shoot_dualpistols_1_blend4"
"ref_shoot_dualpistols_1_blend5"
"ref_shoot_dualpistols_1_blend6"
"ref_shoot_dualpistols_1_blend7"
"ref_shoot_dualpistols_1_blend8"
"ref_shoot_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "ref_shoot2_dualpistols_1" {
"ref_shoot2_dualpistols_1_blend1"
"ref_shoot2_dualpistols_1_blend2"
"ref_shoot2_dualpistols_1_blend3"
"ref_shoot2_dualpistols_1_blend4"
"ref_shoot2_dualpistols_1_blend5"
"ref_shoot2_dualpistols_1_blend6"
"ref_shoot2_dualpistols_1_blend7"
"ref_shoot2_dualpistols_1_blend8"
"ref_shoot2_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30
$sequence "crouch_aim_rifle" {
"crouch_aim_rifle_blend1"
"crouch_aim_rifle_blend2"
"crouch_aim_rifle_blend3"
"crouch_aim_rifle_blend4"
"crouch_aim_rifle_blend5"
"crouch_aim_rifle_blend6"
"crouch_aim_rifle_blend7"
"crouch_aim_rifle_blend8"
"crouch_aim_rifle_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_rifle" {
"crouch_shoot_rifle_blend1"
"crouch_shoot_rifle_blend2"
"crouch_shoot_rifle_blend3"
"crouch_shoot_rifle_blend4"
"crouch_shoot_rifle_blend5"
"crouch_shoot_rifle_blend6"
"crouch_shoot_rifle_blend7"
"crouch_shoot_rifle_blend8"
"crouch_shoot_rifle_blend9"
blend XR -90 90 fps 20 { event 5001 0 "30" }
}
$sequence "crouch_reload_rifle" "crouch_reload_rifle" fps 30
$sequence "ref_aim_rifle" {
"ref_aim_rifle_blend1"
"ref_aim_rifle_blend2"
"ref_aim_rifle_blend3"
"ref_aim_rifle_blend4"
"ref_aim_rifle_blend5"
"ref_aim_rifle_blend6"
"ref_aim_rifle_blend7"
"ref_aim_rifle_blend8"
"ref_aim_rifle_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_rifle" {
"ref_shoot_rifle_blend1"
"ref_shoot_rifle_blend2"
"ref_shoot_rifle_blend3"
"ref_shoot_rifle_blend4"
"ref_shoot_rifle_blend5"
"ref_shoot_rifle_blend6"
"ref_shoot_rifle_blend7"
"ref_shoot_rifle_blend8"
"ref_shoot_rifle_blend9"
blend XR -90 90 fps 20 { event 5001 0 "30" }
}
$sequence "ref_reload_rifle" "ref_reload_rifle" fps 30
$sequence "crouch_aim_mp5" {
"crouch_aim_mp5_blend1"
"crouch_aim_mp5_blend2"
"crouch_aim_mp5_blend3"
"crouch_aim_mp5_blend4"
"crouch_aim_mp5_blend5"
"crouch_aim_mp5_blend6"
"crouch_aim_mp5_blend7"
"crouch_aim_mp5_blend8"
"crouch_aim_mp5_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_mp5" {
"crouch_shoot_mp5_blend1"
"crouch_shoot_mp5_blend2"
"crouch_shoot_mp5_blend3"
"crouch_shoot_mp5_blend4"
"crouch_shoot_mp5_blend5"
"crouch_shoot_mp5_blend6"
"crouch_shoot_mp5_blend7"
"crouch_shoot_mp5_blend8"
"crouch_shoot_mp5_blend9"
blend XR -90 90 fps 15 { event 5001 0 "30" }
}
$sequence "crouch_reload_mp5" "crouch_reload_mp5" fps 30
$sequence "ref_aim_mp5" {
"ref_aim_mp5_blend1"
"ref_aim_mp5_blend2"
"ref_aim_mp5_blend3"
"ref_aim_mp5_blend4"
"ref_aim_mp5_blend5"
"ref_aim_mp5_blend6"
"ref_aim_mp5_blend7"
"ref_aim_mp5_blend8"
"ref_aim_mp5_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_mp5" {
"ref_shoot_mp5_blend1"
"ref_shoot_mp5_blend2"
"ref_shoot_mp5_blend3"
"ref_shoot_mp5_blend4"
"ref_shoot_mp5_blend5"
"ref_shoot_mp5_blend6"
"ref_shoot_mp5_blend7"
"ref_shoot_mp5_blend8"
"ref_shoot_mp5_blend9"
blend XR -90 90 fps 15 { event 5001 0 "30" }
}
$sequence "ref_reload_mp5" "ref_reload_mp5" fps 30
$sequence "crouch_aim_shotgun" {
"crouch_aim_shotgun_blend1"
"crouch_aim_shotgun_blend2"
"crouch_aim_shotgun_blend3"
"crouch_aim_shotgun_blend4"
"crouch_aim_shotgun_blend5"
"crouch_aim_shotgun_blend6"
"crouch_aim_shotgun_blend7"
"crouch_aim_shotgun_blend8"
"crouch_aim_shotgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_shotgun" {
"crouch_shoot_shotgun_blend1"
"crouch_shoot_shotgun_blend2"
"crouch_shoot_shotgun_blend3"
"crouch_shoot_shotgun_blend4"
"crouch_shoot_shotgun_blend5"
"crouch_shoot_shotgun_blend6"
"crouch_shoot_shotgun_blend7"
"crouch_shoot_shotgun_blend8"
"crouch_shoot_shotgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "50" }
}
$sequence "crouch_reload_shotgun" "crouch_reload_shotgun" fps 30
$sequence "ref_aim_shotgun" {
"ref_aim_shotgun_blend1"
"ref_aim_shotgun_blend2"
"ref_aim_shotgun_blend3"
"ref_aim_shotgun_blend4"
"ref_aim_shotgun_blend5"
"ref_aim_shotgun_blend6"
"ref_aim_shotgun_blend7"
"ref_aim_shotgun_blend8"
"ref_aim_shotgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_shotgun" {
"ref_shoot_shotgun_blend1"
"ref_shoot_shotgun_blend2"
"ref_shoot_shotgun_blend3"
"ref_shoot_shotgun_blend4"
"ref_shoot_shotgun_blend5"
"ref_shoot_shotgun_blend6"
"ref_shoot_shotgun_blend7"
"ref_shoot_shotgun_blend8"
"ref_shoot_shotgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "50" }
}
$sequence "ref_reload_shotgun" "ref_reload_shotgun" fps 30
$sequence "crouch_aim_m249" {
"crouch_aim_m249_blend1"
"crouch_aim_m249_blend2"
"crouch_aim_m249_blend3"
"crouch_aim_m249_blend4"
"crouch_aim_m249_blend5"
"crouch_aim_m249_blend6"
"crouch_aim_m249_blend7"
"crouch_aim_m249_blend8"
"crouch_aim_m249_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_m249" {
"crouch_shoot_m249_blend1"
"crouch_shoot_m249_blend2"
"crouch_shoot_m249_blend3"
"crouch_shoot_m249_blend4"
"crouch_shoot_m249_blend5"
"crouch_shoot_m249_blend6"
"crouch_shoot_m249_blend7"
"crouch_shoot_m249_blend8"
"crouch_shoot_m249_blend9"
blend XR -90 90 fps 30 loop { event 5001 0 "50" }
}
$sequence "crouch_reload_m249" "crouch_reload_m249" fps 30
$sequence "ref_aim_m249" {
"ref_aim_m249_blend1"
"ref_aim_m249_blend2"
"ref_aim_m249_blend3"
"ref_aim_m249_blend4"
"ref_aim_m249_blend5"
"ref_aim_m249_blend6"
"ref_aim_m249_blend7"
"ref_aim_m249_blend8"
"ref_aim_m249_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_m249" {
"ref_shoot_m249_blend1"
"ref_shoot_m249_blend2"
"ref_shoot_m249_blend3"
"ref_shoot_m249_blend4"
"ref_shoot_m249_blend5"
"ref_shoot_m249_blend6"
"ref_shoot_m249_blend7"
"ref_shoot_m249_blend8"
"ref_shoot_m249_blend9"
blend XR -90 90 fps 30 loop { event 5001 0 "50" }
}
$sequence "ref_reload_m249" "ref_reload_m249" fps 30
$sequence "I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop
$sequence "so_am_I" "so_am_I" fps 30
$sequence "ref_aim_grenade" {
"ref_aim_grenade_blend1"
"ref_aim_grenade_blend2"
"ref_aim_grenade_blend3"
"ref_aim_grenade_blend4"
"ref_aim_grenade_blend5"
"ref_aim_grenade_blend6"
"ref_aim_grenade_blend7"
"ref_aim_grenade_blend8"
"ref_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_grenade" {
"ref_shoot_grenade_blend1"
"ref_shoot_grenade_blend2"
"ref_shoot_grenade_blend3"
"ref_shoot_grenade_blend4"
"ref_shoot_grenade_blend5"
"ref_shoot_grenade_blend6"
"ref_shoot_grenade_blend7"
"ref_shoot_grenade_blend8"
"ref_shoot_grenade_blend9"
blend XR -90 90 fps 45
}
$sequence "crouch_aim_grenade" {
"crouch_aim_grenade_blend1"
"crouch_aim_grenade_blend2"
"crouch_aim_grenade_blend3"
"crouch_aim_grenade_blend4"
"crouch_aim_grenade_blend5"
"crouch_aim_grenade_blend6"
"crouch_aim_grenade_blend7"
"crouch_aim_grenade_blend8"
"crouch_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_grenade" {
"crouch_shoot_grenade_blend1"
"crouch_shoot_grenade_blend2"
"crouch_shoot_grenade_blend3"
"crouch_shoot_grenade_blend4"
"crouch_shoot_grenade_blend5"
"crouch_shoot_grenade_blend6"
"crouch_shoot_grenade_blend7"
"crouch_shoot_grenade_blend8"
"crouch_shoot_grenade_blend9"
blend XR -90 90 fps 45
}
$sequence "crouch_aim_c4" {
"crouch_aim_c4_blend1"
"crouch_aim_c4_blend2"
"crouch_aim_c4_blend3"
"crouch_aim_c4_blend4"
"crouch_aim_c4_blend5"
"crouch_aim_c4_blend6"
"crouch_aim_c4_blend7"
"crouch_aim_c4_blend8"
"crouch_aim_c4_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_c4" "crouch_shoot_c4" fps 30
$sequence "ref_aim_c4" {
"ref_aim_c4_blend1"
"ref_aim_c4_blend2"
"ref_aim_c4_blend3"
"ref_aim_c4_blend4"
"ref_aim_c4_blend5"
"ref_aim_c4_blend6"
"ref_aim_c4_blend7"
"ref_aim_c4_blend8"
"ref_aim_c4_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_c4" "ref_shoot_c4" fps 30
$sequence "ref_reload_c4" "ref_reload_c4" fps 30
$sequence "crouch_aim_dualpistols_2" {
"crouch_aim_dualpistols_2_blend1"
"crouch_aim_dualpistols_2_blend2"
"crouch_aim_dualpistols_2_blend3"
"crouch_aim_dualpistols_2_blend4"
"crouch_aim_dualpistols_2_blend5"
"crouch_aim_dualpistols_2_blend6"
"crouch_aim_dualpistols_2_blend7"
"crouch_aim_dualpistols_2_blend8"
"crouch_aim_dualpistols_2_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_dualpistols_2" {
"crouch_shoot_dualpistols_2_blend1"
"crouch_shoot_dualpistols_2_blend2"
"crouch_shoot_dualpistols_2_blend3"
"crouch_shoot_dualpistols_2_blend4"
"crouch_shoot_dualpistols_2_blend5"
"crouch_shoot_dualpistols_2_blend6"
"crouch_shoot_dualpistols_2_blend7"
"crouch_shoot_dualpistols_2_blend8"
"crouch_shoot_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "crouch_shoot2_dualpistols_2" {
"crouch_shoot2_dualpistols_2_blend1"
"crouch_shoot2_dualpistols_2_blend2"
"crouch_shoot2_dualpistols_2_blend3"
"crouch_shoot2_dualpistols_2_blend4"
"crouch_shoot2_dualpistols_2_blend5"
"crouch_shoot2_dualpistols_2_blend6"
"crouch_shoot2_dualpistols_2_blend7"
"crouch_shoot2_dualpistols_2_blend8"
"crouch_shoot2_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30
$sequence "ref_aim_dualpistols_2" {
"ref_aim_dualpistols_2_blend1"
"ref_aim_dualpistols_2_blend2"
"ref_aim_dualpistols_2_blend3"
"ref_aim_dualpistols_2_blend4"
"ref_aim_dualpistols_2_blend5"
"ref_aim_dualpistols_2_blend6"
"ref_aim_dualpistols_2_blend7"
"ref_aim_dualpistols_2_blend8"
"ref_aim_dualpistols_2_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_dualpistols_2" {
"ref_shoot_dualpistols_2_blend1"
"ref_shoot_dualpistols_2_blend2"
"ref_shoot_dualpistols_2_blend3"
"ref_shoot_dualpistols_2_blend4"
"ref_shoot_dualpistols_2_blend5"
"ref_shoot_dualpistols_2_blend6"
"ref_shoot_dualpistols_2_blend7"
"ref_shoot_dualpistols_2_blend8"
"ref_shoot_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "ref_shoot2_dualpistols_2" {
"ref_shoot2_dualpistols_2_blend1"
"ref_shoot2_dualpistols_2_blend2"
"ref_shoot2_dualpistols_2_blend3"
"ref_shoot2_dualpistols_2_blend4"
"ref_shoot2_dualpistols_2_blend5"
"ref_shoot2_dualpistols_2_blend6"
"ref_shoot2_dualpistols_2_blend7"
"ref_shoot2_dualpistols_2_blend8"
"ref_shoot2_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30
$sequence "crouch_aim_knife" {
"crouch_aim_knife_blend1"
"crouch_aim_knife_blend2"
"crouch_aim_knife_blend3"
"crouch_aim_knife_blend4"
"crouch_aim_knife_blend5"
"crouch_aim_knife_blend6"
"crouch_aim_knife_blend7"
"crouch_aim_knife_blend8"
"crouch_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "crouch_shoot_knife" {
"crouch_shoot_knife_blend1"
"crouch_shoot_knife_blend2"
"crouch_shoot_knife_blend3"
"crouch_shoot_knife_blend4"
"crouch_shoot_knife_blend5"
"crouch_shoot_knife_blend6"
"crouch_shoot_knife_blend7"
"crouch_shoot_knife_blend8"
"crouch_shoot_knife_blend9"
blend XR -90 90 fps 30
}
$sequence "ref_aim_knife" {
"ref_aim_knife_blend1"
"ref_aim_knife_blend2"
"ref_aim_knife_blend3"
"ref_aim_knife_blend4"
"ref_aim_knife_blend5"
"ref_aim_knife_blend6"
"ref_aim_knife_blend7"
"ref_aim_knife_blend8"
"ref_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "ref_shoot_knife" {
"ref_shoot_knife_blend1"
"ref_shoot_knife_blend2"
"ref_shoot_knife_blend3"
"ref_shoot_knife_blend4"
"ref_shoot_knife_blend5"
"ref_shoot_knife_blend6"
"ref_shoot_knife_blend7"
"ref_shoot_knife_blend8"
"ref_shoot_knife_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_aim_ak47" {
"crouch_aim_ak47_blend1"
"crouch_aim_ak47_blend2"
"crouch_aim_ak47_blend3"
"crouch_aim_ak47_blend4"
"crouch_aim_ak47_blend5"
"crouch_aim_ak47_blend6"
"crouch_aim_ak47_blend7"
"crouch_aim_ak47_blend8"
"crouch_aim_ak47_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_ak47" {
"crouch_shoot_ak47_blend1"
"crouch_shoot_ak47_blend2"
"crouch_shoot_ak47_blend3"
"crouch_shoot_ak47_blend4"
"crouch_shoot_ak47_blend5"
"crouch_shoot_ak47_blend6"
"crouch_shoot_ak47_blend7"
"crouch_shoot_ak47_blend8"
"crouch_shoot_ak47_blend9"
blend XR -90 90 fps 30 { event 5001 0 "40" }
}
$sequence "crouch_reload_ak47" "crouch_reload_ak47" fps 30
$sequence "ref_aim_ak47" {
"ref_aim_ak47_blend1"
"ref_aim_ak47_blend2"
"ref_aim_ak47_blend3"
"ref_aim_ak47_blend4"
"ref_aim_ak47_blend5"
"ref_aim_ak47_blend6"
"ref_aim_ak47_blend7"
"ref_aim_ak47_blend8"
"ref_aim_ak47_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_ak47" {
"ref_shoot_ak47_blend1"
"ref_shoot_ak47_blend2"
"ref_shoot_ak47_blend3"
"ref_shoot_ak47_blend4"
"ref_shoot_ak47_blend5"
"ref_shoot_ak47_blend6"
"ref_shoot_ak47_blend7"
"ref_shoot_ak47_blend8"
"ref_shoot_ak47_blend9"
blend XR -90 90 fps 30 { event 5001 0 "40" }
}
$sequence "ref_reload_ak47" "ref_reload_ak47" fps 30
$sequence "crouch_aim_shieldgren" {
"crouch_aim_shieldgren_blend1"
"crouch_aim_shieldgren_blend2"
"crouch_aim_shieldgren_blend3"
"crouch_aim_shieldgren_blend4"
"crouch_aim_shieldgren_blend5"
"crouch_aim_shieldgren_blend6"
"crouch_aim_shieldgren_blend7"
"crouch_aim_shieldgren_blend8"
"crouch_aim_shieldgren_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_shieldgren" {
"crouch_shoot_shieldgren_blend1"
"crouch_shoot_shieldgren_blend2"
"crouch_shoot_shieldgren_blend3"
"crouch_shoot_shieldgren_blend4"
"crouch_shoot_shieldgren_blend5"
"crouch_shoot_shieldgren_blend6"
"crouch_shoot_shieldgren_blend7"
"crouch_shoot_shieldgren_blend8"
"crouch_shoot_shieldgren_blend9"
blend XR -90 90 fps 45
}
$sequence "ref_aim_shieldgren" {
"ref_aim_shieldgren_blend1"
"ref_aim_shieldgren_blend2"
"ref_aim_shieldgren_blend3"
"ref_aim_shieldgren_blend4"
"ref_aim_shieldgren_blend5"
"ref_aim_shieldgren_blend6"
"ref_aim_shieldgren_blend7"
"ref_aim_shieldgren_blend8"
"ref_aim_shieldgren_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_shieldgren" {
"ref_shoot_shieldgren_blend1"
"ref_shoot_shieldgren_blend2"
"ref_shoot_shieldgren_blend3"
"ref_shoot_shieldgren_blend4"
"ref_shoot_shieldgren_blend5"
"ref_shoot_shieldgren_blend6"
"ref_shoot_shieldgren_blend7"
"ref_shoot_shieldgren_blend8"
"ref_shoot_shieldgren_blend9"
blend XR -90 90 fps 45
}
$sequence "crouch_aim_shieldknife" {
"crouch_aim_shieldknife_blend1"
"crouch_aim_shieldknife_blend2"
"crouch_aim_shieldknife_blend3"
"crouch_aim_shieldknife_blend4"
"crouch_aim_shieldknife_blend5"
"crouch_aim_shieldknife_blend6"
"crouch_aim_shieldknife_blend7"
"crouch_aim_shieldknife_blend8"
"crouch_aim_shieldknife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "crouch_shoot_shieldknife" {
"crouch_shoot_shieldknife_blend1"
"crouch_shoot_shieldknife_blend2"
"crouch_shoot_shieldknife_blend3"
"crouch_shoot_shieldknife_blend4"
"crouch_shoot_shieldknife_blend5"
"crouch_shoot_shieldknife_blend6"
"crouch_shoot_shieldknife_blend7"
"crouch_shoot_shieldknife_blend8"
"crouch_shoot_shieldknife_blend9"
blend XR -90 90 fps 30
}
$sequence "ref_aim_shieldknife" {
"ref_aim_shieldknife_blend1"
"ref_aim_shieldknife_blend2"
"ref_aim_shieldknife_blend3"
"ref_aim_shieldknife_blend4"
"ref_aim_shieldknife_blend5"
"ref_aim_shieldknife_blend6"
"ref_aim_shieldknife_blend7"
"ref_aim_shieldknife_blend8"
"ref_aim_shieldknife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "ref_shoot_shieldknife" {
"ref_shoot_shieldknife_blend1"
"ref_shoot_shieldknife_blend2"
"ref_shoot_shieldknife_blend3"
"ref_shoot_shieldknife_blend4"
"ref_shoot_shieldknife_blend5"
"ref_shoot_shieldknife_blend6"
"ref_shoot_shieldknife_blend7"
"ref_shoot_shieldknife_blend8"
"ref_shoot_shieldknife_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_aim_shieldgun" {
"crouch_aim_shieldgun_blend1"
"crouch_aim_shieldgun_blend2"
"crouch_aim_shieldgun_blend3"
"crouch_aim_shieldgun_blend4"
"crouch_aim_shieldgun_blend5"
"crouch_aim_shieldgun_blend6"
"crouch_aim_shieldgun_blend7"
"crouch_aim_shieldgun_blend8"
"crouch_aim_shieldgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_shieldgun" {
"crouch_shoot_shieldgun_blend1"
"crouch_shoot_shieldgun_blend2"
"crouch_shoot_shieldgun_blend3"
"crouch_shoot_shieldgun_blend4"
"crouch_shoot_shieldgun_blend5"
"crouch_shoot_shieldgun_blend6"
"crouch_shoot_shieldgun_blend7"
"crouch_shoot_shieldgun_blend8"
"crouch_shoot_shieldgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_shieldgun" "crouch_reload_shieldgun" fps 30
$sequence "ref_aim_shieldgun" {
"ref_aim_shieldgun_blend1"
"ref_aim_shieldgun_blend2"
"ref_aim_shieldgun_blend3"
"ref_aim_shieldgun_blend4"
"ref_aim_shieldgun_blend5"
"ref_aim_shieldgun_blend6"
"ref_aim_shieldgun_blend7"
"ref_aim_shieldgun_blend8"
"ref_aim_shieldgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_shieldgun" {
"ref_shoot_shieldgun_blend1"
"ref_shoot_shieldgun_blend2"
"ref_shoot_shieldgun_blend3"
"ref_shoot_shieldgun_blend4"
"ref_shoot_shieldgun_blend5"
"ref_shoot_shieldgun_blend6"
"ref_shoot_shieldgun_blend7"
"ref_shoot_shieldgun_blend8"
"ref_shoot_shieldgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_shieldgun" "ref_reload_shieldgun" fps 30
$sequence "crouch_aim_shielded" {
"crouch_aim_shielded_blend1"
"crouch_aim_shielded_blend2"
"crouch_aim_shielded_blend3"
"crouch_aim_shielded_blend4"
"crouch_aim_shielded_blend5"
"crouch_aim_shielded_blend6"
"crouch_aim_shielded_blend7"
"crouch_aim_shielded_blend8"
"crouch_aim_shielded_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_aim_shielded" {
"ref_aim_shielded_blend1"
"ref_aim_shielded_blend2"
"ref_aim_shielded_blend3"
"ref_aim_shielded_blend4"
"ref_aim_shielded_blend5"
"ref_aim_shielded_blend6"
"ref_aim_shielded_blend7"
"ref_aim_shielded_blend8"
"ref_aim_shielded_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "gut_flinch" {
"gut_flinch_blend1"
"gut_flinch_blend2"
"gut_flinch_blend3"
"gut_flinch_blend4"
"gut_flinch_blend5"
"gut_flinch_blend6"
"gut_flinch_blend7"
"gut_flinch_blend8"
"gut_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "head_flinch" {
"head_flinch_blend1"
"head_flinch_blend2"
"head_flinch_blend3"
"head_flinch_blend4"
"head_flinch_blend5"
"head_flinch_blend6"
"head_flinch_blend7"
"head_flinch_blend8"
"head_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 1 }
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 1 }
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 1 }
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 1 }
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 1 }
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 1 }
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 1 }
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 }

// End of QC script.