Model/NPC Issues

I’ve been dealing with no gun sound issues when I make npcs, I can hear the gunfire far away but up close its just sounds like shells hitting the ground.

I’ve narrowed it down to compiling/qc maybe? Cause I had one that was shooting properly but once I decompiled and then re-compiled it the sound was gone?

If anyone can help much appreciated, still new to qc so knowing my luck I’ve done some stupid shit to where I have messed it up.

Original


$cd "C:\Steam\steamapps\common\GarrysMod\garrysmod\addons\Decompiled Models\cubans"
$modelname "ninja\cubanmerc_male.mdl"
$model "engineer" "malehead.smd" {
//-doesn't work     eyeball righteye ValveBiped.Bip01_Head1 -1.297 -3.940 72.199 eyeball_r 1.000  4.000 c_cub_head2_c 0.560
//-doesn't work     eyeball lefteye ValveBiped.Bip01_Head1 1.406 -3.876 72.169 eyeball_l 1.000  -4.000 c_cub_head2_c 0.560
}
$model "gear" "malegear1.smd"
$model "gear" "malegear2.smd"
$model "gear" "malegear3.smd"
$model "gear" "malegear4.smd"
$model "gear" "UnknownModelName.smd"
$model "altgear" "UnknownModelName.smd"
$model "altgear" "malealtgear1.smd"
$model "altgear" "malealtgear2.smd"
$model "holster" "maleholster.smd"
$model "holster" "maleholsternogun.smd"
$model "holster" "UnknownModelName.smd"
$model "mask" "malemask.smd"
$model "mask" "malebalaclava.smd"
$model "mask" "malebalaclavaglasses.smd"
$model "mask" "UnknownModelName.smd"
$model "hood" "malehood.smd"
$model "hood" "maleheadgear1.smd"
$model "hood" "maleheadgear2.smd"
$model "hood" "UnknownModelName.smd"
$model "Body" "malebody.smd"
$cdmaterials "models
inja\cubanmerc\"
$texturegroup skinfamilies
{
	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 }
// Model uses material "c_cub_head2_c.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "c_gen_insidemouth_c.vmt"
// Model uses material "c_cub_pmc_gear4_c.vmt"
// Model uses material "c_cub_pmc_gear1_c.vmt"
// Model uses material "c_cub_pmc_gear3_c.vmt"
// Model uses material "c_cub_pmc_extragear_c.vmt"
// Model uses material "c_cub_pmc_torso2_c.vmt"
// Model uses material "c_cub_pmc_head2_c.vmt"
// Model uses material "c_cub_pmc_glasses_c1.vmt"
// Model uses material "Sniper_c.vmt"
// Model uses material "c_cub_pmc_gear2_c.vmt"
// Model uses material "c_cub_pmc_glasses_c.vmt"
// Model uses material "c_cub_pmc_torso_c.vmt"
// Model uses material "c_cub_pmc_gloves_c.vmt"
// Model uses material "c_cub_pmc_legs_c.vmt"
// Model uses material "c_cub_pmc_legs_c1.vmt"
// Model uses material "c_cub_pmc_torso_c1.vmt"
// Model uses material "c_cub_pmc_torso2_c1.vmt"
// Model uses material "c_cub_pmc_legs_c2.vmt"
// Model uses material "c_cub_pmc_torso_c2.vmt"
// Model uses material "c_cub_pmc_torso2_c2.vmt"
// Model uses material "c_cub_pmc_legs_c3.vmt"
// Model uses material "c_cub_pmc_torso_c3.vmt"
// Model uses material "c_cub_pmc_torso2_c3.vmt"
// Model uses material "c_cub_pmc_legs_c4.vmt"
// Model uses material "c_cub_pmc_torso_c4.vmt"
// Model uses material "c_cub_pmc_torso2_c4.vmt"
// Model uses material "c_cub_head1_c.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 -0.00 rotate -0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate -0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.654 36.127
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit -28.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -16.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -10.00 46.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -16.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -10.00 46.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.000 0.300
}


Edited one with specific bodygroup changes


$cd "C:\Steam\steamapps\common\GarrysMod\garrysmod\addons\Decompiled Models\cubans"
$modelname "ninja\cubanmerc_male2.mdl"
$model "engineer" "malehead.smd" {
//-doesn't work     eyeball righteye ValveBiped.Bip01_Head1 -1.297 -3.940 72.199 eyeball_r 1.000  4.000 c_cub_head2_c 0.560
//-doesn't work     eyeball lefteye ValveBiped.Bip01_Head1 1.406 -3.876 72.169 eyeball_l 1.000  -4.000 c_cub_head2_c 0.560
}
$model "gear" "malegear1.smd"
$model "gear" "UnknownModelName.smd"
$model "altgear" "UnknownModelName.smd"
$model "altgear" "malealtgear1.smd"
$model "holster" "maleholster.smd"
$model "holster" "UnknownModelName.smd"
$model "mask" "malebalaclava.smd"
$model "mask" "UnknownModelName.smd"
$model "hood" "maleheadgear2.smd"
$model "hood" "UnknownModelName.smd"
$model "Body" "malebody.smd"
$cdmaterials "models
inja\cubanmerc\"
$texturegroup skinfamilies
{
	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head2_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 	{"c_cub_head1_c.vmt"
 "eyeball_l.vmt"
 "eyeball_r.vmt"
}
 }
// Model uses material "c_cub_head2_c.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "c_gen_insidemouth_c.vmt"
// Model uses material "c_cub_pmc_gear4_c.vmt"
// Model uses material "c_cub_pmc_gear1_c.vmt"
// Model uses material "c_cub_pmc_gear3_c.vmt"
// Model uses material "c_cub_pmc_extragear_c.vmt"
// Model uses material "c_cub_pmc_torso2_c.vmt"
// Model uses material "c_cub_pmc_head2_c.vmt"
// Model uses material "c_cub_pmc_glasses_c1.vmt"
// Model uses material "Sniper_c.vmt"
// Model uses material "c_cub_pmc_gear2_c.vmt"
// Model uses material "c_cub_pmc_glasses_c.vmt"
// Model uses material "c_cub_pmc_torso_c.vmt"
// Model uses material "c_cub_pmc_gloves_c.vmt"
// Model uses material "c_cub_pmc_legs_c.vmt"
// Model uses material "c_cub_pmc_legs_c1.vmt"
// Model uses material "c_cub_pmc_torso_c1.vmt"
// Model uses material "c_cub_pmc_torso2_c1.vmt"
// Model uses material "c_cub_pmc_legs_c2.vmt"
// Model uses material "c_cub_pmc_torso_c2.vmt"
// Model uses material "c_cub_pmc_torso2_c2.vmt"
// Model uses material "c_cub_pmc_legs_c3.vmt"
// Model uses material "c_cub_pmc_torso_c3.vmt"
// Model uses material "c_cub_pmc_torso2_c3.vmt"
// Model uses material "c_cub_pmc_legs_c4.vmt"
// Model uses material "c_cub_pmc_torso_c4.vmt"
// Model uses material "c_cub_pmc_torso2_c4.vmt"
// Model uses material "c_cub_head1_c.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 -0.00 rotate -0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate -0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.654 36.127
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit -28.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -16.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -10.00 46.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -16.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -10.00 46.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.000 0.300
}


Yes it is NinjaNub’s Cuban Mercenaries ragdoll/model, not specificly asking for his help really anyone that can.

Oh and Hello new to facepunch in a way, read a lot but never registered.

Hate to bump but this problem is really starting to irritate me. It’s either white eyes when I recompile or its no sound when they shoot … or both. All I normally change is the $includemodel part to change the anim usually from player to npc ones, or the other way around. It seems to happen with every model I recompile.

Start by fixing your skingroups and bodygroups. The QC is a pain to look at.

Well the whole reason I did it was to remove certain parts of the bodygroup, change the model without having to use bodygroup every time I wanted a different look for it. I would try blender but when ever I export it freezes up. Plus I don’t think that is the reason I’ve had others where all I’ve done is decompile and recompile only adding the $includemodel like I said.

Also I don’t need to fix it I saved a backup for what ever reason and renamed the changed the name of the removed different bodygroup one so it wouldn’t over write.

Nobody? I would really like to fix this, its been a pain for far too long with the whole no sound issue.

Sorry for the bump but it seems if no one posts for a while in these topics/threads they just die off.

Generally sounds appear from coding, not model compiling. Does this occur on all npcs? or only custom ones?

Custom, but like I said all I normally add is the animation include, and when it compiles it messes up, even if there is an npc that works fine. I could try to change its animations to combine maybe and its messed up.

Are your npcs just basic citizen/combine soldier AI?

Pretty much, have had issues with snpcs with the gmod 13 update