Hey I was modifying the HECU by replacing them with Romka/Taggart models, and they cannot throw grenades in game -they just T-pose when they try to do it.
Does anyone know where their grenade throwing code might be? I was thinking of turning it off, since I don't know how to "change" it due to the Romka/Taggart hecu using Combine odes to use grenades and not BMS hecu codes for grenades.
Code ? It seems to be an issue with the animations. Black Mesa probably uses another animation for throwing grenades which the models you are using doesn't include.
Decompile BMS Marine and look in .qc what animation they use. They probably use "male" animations.
[QUOTE=Gazyi;46828555]Decompile BMS Marine and look in .qc what animation they use. They probably use "male" animations.[/QUOTE]
Do you know what sort of tool(s) are used for decompling that?
[QUOTE=VaciliNikoMav;46833591]Do you know what sort of tool(s) are used for decompling that?[/QUOTE]
Mdldecompiler. If one version doesn't work, try a different one. You get different results from different versions.
[QUOTE=gk99;46833849]Mdldecompiler. If one version doesn't work, try a different one. You get different results from different versions.[/QUOTE] No, use Crowbar. You get better results using that.
If im not mistaken, CrowbarTool does not decompile animations yet.
[QUOTE=ferdam;46839388]If im not mistaken, CrowbarTool does not decompile animations yet.[/QUOTE]
It does as far as I am aware.
[QUOTE=IntenseBarney;46839442]It does as far as I am aware.[/QUOTE]
The first version I tried couldn't extract animations for most models. Maybe now it's fixed, idk.
CrowbarTool is the best decompiler right now with recent updates, it even gets .ani files and makes cleaner decompiles in general.
[QUOTE=Painkilla;46840164]CrowbarTool is the best decompiler right now with recent updates, it even gets .ani files and makes cleaner decompiles in general.[/QUOTE]
Does it correctly export zombie walking animations and shit so that they actually move if you recompile?
[QUOTE=gk99;46844498]Does it correctly export zombie walking animations and shit so that they actually move if you recompile?[/QUOTE]
It doesn't have support for recovering the move qc animation code shit.
[QUOTE=gk99;46844498]Does it correctly export zombie walking animations and shit so that they actually move if you recompile?[/QUOTE]
Best way to get around that is copy the original zombie mdl, rename it to like zombieanims.mdl or something and then in the QC do '$includemodel zombie/zombieanims.mdl'
[QUOTE=Snood_1990;46848747]Best way to get around that is copy the original zombie mdl, rename it to like zombieanims.mdl or something and then in the QC do '$includemodel zombie/zombieanims.mdl'[/QUOTE]
That's a very smart way to do it.
Btw, I think I know about it because you suggested me (or someone) doing that years ago.
Congrats to whoever first thought of this :v:
[QUOTE=ferdam;46852859]That's a very smart way to do it.
Btw, I think I know about it because you suggested me (or someone) doing that years ago.
Congrats to whoever first thought of this :v:[/QUOTE]
Think I do recall, yes. :P
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