ValveBiped.weapon_bone- position problem(CSGO)

sup
im trying to make the hostages in csgo to act and play like a normal player
originally im just replacing the t animations with the hostages in the .QC file

so heres the problem look at the weapons where they are (not the knife its easy fix i just have to reposition it i mean look at the rifles)

http://images.akamai.steamusercontent.com/ugc/529515390079286258/C34828816033287CFDF8FB409858F72FD02A5406/

haha its funny to see hostages holding ak47s and raiding the cops

i tried to look at the model in 3dmax to get a closer look what bone is placed between the legs

so the closest bone is “ValveBiped” its a spacial hostage only bone so i dont know

heres my qc file


// Created by Crowbar 0.24.0.0

$modelname "csgocoilpz/hostage.mdl"

$bodygroup "ctm_base"
{
	studio "hostage_reference.smd"
}


$poseparameter "move_yaw" -180 180 360
$poseparameter "body_pitch" -90 90 360
$poseparameter "body_yaw" -90 90 360

$mostlyopaque

$cdmaterials "models\csgocoilpz\"

$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "mag_eject" "ValveBiped.weapon_bone_Clip" 0 0 0 rotate -90 -90 0
$attachment "mag_eject2" "ValveBiped.weapon_bone_Clip2" 0 0 0 rotate -90 -90 0
$attachment "weapon_hand_R" "weapon_hand_R" 0 0 0 rotate 0 0 0
$attachment "weapon_hand_L" "weapon_hand_L" 0 0 0 rotate 0 0 0
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.62 -4.05 8.17 rotate 68.98 92.62 84.1
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.62 -4.05 8.17 rotate 68.98 92.62 84.1
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.64 -4.23 -8 rotate -56.39 102.36 82.15
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" 0.83 1.17 -8.76 rotate -78.36 -84.2 -89.22
$attachment "grenade4" "ValveBiped.Bip01_Pelvis" 0.94 -1.38 -8.62 rotate -77.69 114.82 69.69
$attachment "pistol" "ValveBiped.Bip01_Pelvis" 6.64 -6.35 -6.09 rotate -33.59 160.49 8.37
$attachment "primary" "ValveBiped.Bip01_Spine3" 2.7 -7.57 1.09 rotate -2.55 179.99 11.59
$attachment "eholster" "ValveBiped.Bip01_Pelvis" 2.21 -7.18 0.49 rotate 53.88 -3.91 -11.41
$attachment "c4" "ValveBiped.Bip01_Spine3" 4.34 -5.78 -1.7 rotate -79.59 -59.19 154.07
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5.35 0 rotate 0 0 0
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5.35 0 rotate 0 0 0
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0 0 0 rotate 0 0 0
$attachment "knife" "ValveBiped.Bip01_Pelvis" 2.21 -7.18 0.49 rotate -44.04 178.83 -170.66
$attachment "facemask" "ValveBiped.Bip01_Head" 3.96 4.82 0 rotate 0 74 90

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 73

// $hboxset "cstrike"
// $hbox 3 "ValveBiped.Bip01_Pelvis" -6.36 -4.24 -6.889999 4.24 4.24 6.889999 0 0 0
// $hbox 6 "ValveBiped.Bip01_L_Thigh" 4.981999 -3.922 -2.12 21.941999 3.392 4.24 0 0 0
// $hbox 6 "ValveBiped.Bip01_L_Calf" 2.65 -3.18 -2.226 19.079998 2.65 2.226 0 0 0
// $hbox 6 "ValveBiped.Bip01_L_Foot" 2.915 -2.65 -2.385 6.625 9.009999 2.385 0 0 0
// $hbox 7 "ValveBiped.Bip01_R_Thigh" 4.981999 -3.922 -4.24 21.941999 3.392 2.12 0 0 0
// $hbox 7 "ValveBiped.Bip01_R_Calf" 2.65 -3.18 -2.226 19.079998 2.65 2.226 0 0 0
// $hbox 7 "ValveBiped.Bip01_R_Foot" 2.915 -2.65 -2.385 6.625 9.009999 2.385 0 0 0
// $hbox 3 "ValveBiped.Bip01_Spine1" -4.24 -4.24 -5.83 3.18 5.3 5.83 0 0 0
// $hbox 2 "ValveBiped.Bip01_Spine2" -4.24 -4.24 -5.83 3.18 5.3 5.83 0 0 0
// $hbox 2 "ValveBiped.Bip01_Spine3" -4.24 -4.24 -5.83 6.36 5.3 5.83 0 0 0
// $hbox 1 "ValveBiped.Bip01_Neck" -1.06 -2.597 -2.1306 3.074 2.597 2.1306 0 0 0
// $hbox 1 "ValveBiped.Bip01_Head" -2.12 -3.71 -3.6358 6.889999 3.71 3.6358 0 0 0
// $hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.65 -3.18 -2.12 12.719999 3.18 2.12 0 0 0
// $hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.12 -2.12 9.539999 2.12 2.12 0 0 0
// $hbox 4 "ValveBiped.Bip01_L_Hand" -1.7066 -1.2084 -1.3674 4.430799 1.2084 1.3674 0 0 0
// $hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.65 -3.18 -2.12 12.719999 3.18 2.12 0 0 0
// $hbox 5 "ValveBiped.Bip01_R_Forearm" 0 -2.12 -2.12 9.539999 2.12 2.12 0 0 0
// $hbox 5 "ValveBiped.Bip01_R_Hand" -1.7066 -1.2084 -1.3674 4.430799 1.2084 1.3674 0 0 0
// $skipboneinbbox

// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "ValveBiped.Bip01" "" 0 0 42.366169 0 0 -1.570795 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Pelvis" "" 0 0 42.366169 0 -1.570796 -3.14159 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 3.776176 -0.865633 0.000007 -0.000004 -0.000001 0.000796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.243977 -0.003379 0 0 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 4.24398 -0.003379 0 0 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine3" "ValveBiped.Bip01_Spine2" 4.243977 -0.003379 0 0 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Neck" "ValveBiped.Bip01_Spine3" 5.330498 -0.809537 -0.000001 0 -0.000001 0.278578 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Neck" -1.059608 0.248884 1.296698 -0.000015 -1.392974 2.862233 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.120162 0 0 0.011843 0.573022 0.007372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 12.271494 0 0.000004 0 0 -0.000733 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 10.913317 0 -0.000004 -1.563505 -0.043612 -0.02168 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Head" "ValveBiped.Bip01_Neck" 4.717831 0.000002 0 0 0.000001 -0.279375 0 0 0 0 0 0
// $definebone "ValveBiped.forward" "ValveBiped.Bip01_Head" 2 -2.999999 0 -1.570796 0 -1.32645 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Neck" -1.059605 0.24889 -1.296698 -0.000015 1.392971 2.862204 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.120161 0 0 -0.011843 -0.573022 0.007372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 12.271488 0 0.000004 0 0 -0.000733 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 10.913313 0 0.000004 1.563506 0.043612 -0.02168 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.775482 0.868655 -4.793095 -3.140124 0.032023 -3.098661 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 19.722586 0 -0.000001 0 0 -0.001827 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.741861 0 0 -0.000071 0.032056 0.045531 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" -3.775482 0.868629 4.793098 3.140118 -0.032022 -3.09866 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 19.722576 0 0 0 0 -0.001827 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.741854 0 0 0.000071 -0.032056 0.045531 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_ForeTwist" "ValveBiped.Bip01_L_Forearm" 0 0 0 0.003643 0 -0.000733 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_LCalfTwist" "ValveBiped.Bip01_L_Calf" 0 0 0 0.000765 0 -0.001827 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_RCalfTwist" "ValveBiped.Bip01_R_Calf" -0.000002 0 0 -0.000765 0 -0.001827 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_LThighTwist" "ValveBiped.Bip01_L_Thigh" 0 0 0 0 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_RThighTwist" "ValveBiped.Bip01_R_Thigh" 0.000004 0 0 0 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_LUpArmTwist" "ValveBiped.Bip01_L_UpperArm" 0 0 0 0.126944 0.573022 0.007372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_RUpArmTwist" "ValveBiped.Bip01_R_UpperArm" 0 0 0 -0.126944 -0.573022 0.007372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_ForeTwist" "ValveBiped.Bip01_R_Forearm" -0.000002 0 0 -0.003643 0 -0.000733 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 5.798882 6.215535 0 0 0 1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 5.798881 6.215536 0 0 0 1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 4.027479 0.015846 0.042355 0.008703 0.034651 0.022689 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.881371 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.069374 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.850727 0.062584 -0.802943 0.016389 0.163096 0.042929 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.590143 0.000004 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 0.960007 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.507465 0.24884 -1.613097 0.032196 0.302473 0.030723 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 4.011065 0.140564 0.952896 -0.009209 -0.14797 0.005993 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.519461 0.000004 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.080309 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.020884 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.723862 -0.000004 -0.000001 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 1.249043 0.338154 1.482116 -1.415288 -0.3247 0.260699 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.339708 0.000002 0 0 0 -0.00852 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.507465 0.248856 1.613095 -0.032196 -0.302473 0.030723 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.020885 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.723866 0.000008 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.850729 0.062599 0.802943 -0.016389 -0.163096 0.042929 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.590143 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 0.960003 -0.000008 0.000001 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 4.027479 0.01585 -0.042356 -0.008703 -0.034651 0.022689 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.881374 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.069376 0 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 4.011066 0.140575 -0.952896 0.009209 0.14797 0.005993 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.519464 0.000015 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.080317 0.000011 0 0 0 0.025279 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 1.249035 0.338161 -1.482116 1.415288 0.3247 0.260699 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.33972 0.000004 0.000004 0 0 -0.00852 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.260277 -0.000001 0.000008 0 0 -0.00852 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.260283 0 0 0 0 -0.00852 0 0 0 0 0 0
// $definebone "JiggleBone_3" "ValveBiped.Bip01_Head" 0.794029 -3.926149 0.77538 -1.339386 0.404285 1.48803 0 0 0 0 0 0
// $definebone "JiggleBone_4" "JiggleBone_3" 0.075469 0.00061 2.433212 -0.112457 -0.028033 -0.114064 0 0 0 0 0 0
// $definebone "JiggleBone_1" "ValveBiped.Bip01_Head" 2.189568 -4.244272 1.043081 -0.74235 0.352962 1.688083 0 0 0 0 0 0
// $definebone "JiggleBone_2" "JiggleBone_1" -0.081732 0.203796 2.567162 -0.244324 -0.047124 -0.080742 0 0 0 0 0 0
// $definebone "ValveBiped" "" 0 0 0 1.570796 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone" "" -26.411489 -1.862278 43.703518 -3.045126 0.773867 -0.124392 0 0 0 0 0 0
// $definebone "ValveBiped.weapon_bone_Clip" "ValveBiped.weapon_bone" 0.031845 -4.400476 3.031864 0 0 0 0 0 0 0 0 0




$sequence "testIdle" "hostage_anims	estIdle.smd" {
	fps 30
}

$sequence "testWalkN" "hostage_anims	estWalkN.smd" {
	fps 30
}

$sequence "ragdoll" "hostage_anims\ragdoll.smd" {
	fps 30
	activity "ACT_DIERAGDOLL" 1
}

$includemodel "player/t_animations.mdl"
$includemodel "player/taunt_animations.mdl"


$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 0.707 0

$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1

$collisionjoints "hostage_physics.smd"
{
	$mass 250
	$inertia 10
	$damping 0.01
	$rotdamping 4
	$rootbone "valvebiped.bip01_pelvis"

	$jointmassbias "ValveBiped.Bip01_Pelvis" 2.6
	$jointdamping "ValveBiped.Bip01_Pelvis" 1
	$jointrotdamping "ValveBiped.Bip01_Pelvis" 10

	$jointmassbias "ValveBiped.Bip01_R_Thigh" 0.8
	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -28 8 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -24 60 0

	$jointmassbias "ValveBiped.Bip01_R_Calf" 1.2
	$jointrotdamping "ValveBiped.Bip01_R_Calf" 3
	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -90 -15 0

	$jointmassbias "ValveBiped.Bip01_L_Thigh" 0.8
	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -28 8 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -24 60 0

	$jointmassbias "ValveBiped.Bip01_L_Calf" 1.2
	$jointrotdamping "ValveBiped.Bip01_L_Calf" 3
	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -90 -15 0

	$jointmassbias "ValveBiped.Bip01_L_Foot" 0.75
	$jointrotdamping "ValveBiped.Bip01_L_Foot" 7
	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -10 22 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -17 24 0

	$jointrotdamping "ValveBiped.Bip01_Spine1" 18
	$jointconstrain "ValveBiped.Bip01_Spine1" x limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_Spine1" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine1" z limit -15 30 0

	$jointmassbias "ValveBiped.Bip01_Spine2" 1.6
	$jointrotdamping "ValveBiped.Bip01_Spine2" 12
	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -30 30 0
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -16 16 0
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -15 20 0

	$jointmassbias "ValveBiped.Bip01_R_UpperArm" 0.8
	$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 16
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -50 40 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -26 26 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -45 15 0

	$jointmassbias "ValveBiped.Bip01_R_Forearm" 1.8
	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -45 45 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 -45 0

	$jointmassbias "ValveBiped.Bip01_L_UpperArm" 0.8
	$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 16
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -40 50 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -26 26 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -40 15 0

	$jointmassbias "ValveBiped.Bip01_L_Forearm" 1.8
	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -45 45 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 -45 0

	$jointmassbias "ValveBiped.Bip01_L_Hand" 0.6
	$jointrotdamping "ValveBiped.Bip01_L_Hand" 8
	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -30 37 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -20 35 0

	$jointmassbias "ValveBiped.Bip01_R_Hand" 0.6
	$jointrotdamping "ValveBiped.Bip01_R_Hand" 8
	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -37 30 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -35 20 0

	$jointmassbias "ValveBiped.Bip01_Head" 1.5
	$jointrotdamping "ValveBiped.Bip01_Head" 10
	$jointconstrain "ValveBiped.Bip01_Head" x limit -45 45 0
	$jointconstrain "ValveBiped.Bip01_Head" y limit -30 30 0
	$jointconstrain "ValveBiped.Bip01_Head" z limit -40 20 0

	$jointmassbias "ValveBiped.Bip01_R_Foot" 0.75
	$jointrotdamping "ValveBiped.Bip01_R_Foot" 7
	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -10 22 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -19 25 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -17 24 0
}

$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine3"
$bonemerge "ValveBiped.Bip01_Neck"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_Clip"

$jigglebone "JiggleBone_3"
{
	is_flexible
	{
		length 50
		tip_mass 0
		pitch_stiffness 120
		pitch_damping 2
		yaw_stiffness 120
		yaw_damping 4
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 10
	}
}
$jigglebone "JiggleBone_4"
{
	is_flexible
	{
		length 50
		tip_mass 0
		pitch_stiffness 120
		pitch_damping 1
		yaw_stiffness 80
		yaw_damping 2
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 10
	}
}
$jigglebone "JiggleBone_1"
{
	is_flexible
	{
		length 50
		tip_mass 0
		pitch_stiffness 120
		pitch_damping 2
		yaw_stiffness 120
		yaw_damping 4
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 10
	}
}
$jigglebone "JiggleBone_2"
{
	is_flexible
	{
		length 50
		tip_mass 0
		pitch_stiffness 160
		pitch_damping 1
		yaw_stiffness 160
		yaw_damping 2
		allow_length_flex
		along_stiffness 100
		along_damping 0
		angle_constraint 10
	}
}


It’s ok to have the weapon bone on the ground, it’s the same for CSS (I model for CSS)

Try to remove the two line includemodel and put the includemodel of a normal player model, and change the ragdoll with a ragdoll player model.

i will try to change the ragdoll
but i already changed the includemodel of the hostage
$includemodel “player/t_animations.mdl”
$includemodel “player/taunt_animations.mdl”

Oh ok, ^^ I have never do for CSGO and for CSS i use
$includemodel “player/cs_player_shared.mdl”
$includemodel "player/ak_anims_t.mdl ^^

Tell me if it works with the ragdoll, if it doesn’t work i will download on steam CSGO for try to help you (and improve my skill in model CSGO)

haha awesome i will tell you in few hrs cuze i gotta go
add me if you want http://steamcommunity.com/id/PizzaDoxy

:frowning: its the same

and on srcds im gettin this error sometimes


csgocoilpz/hostage.mdl/player/t_animations.mdl : missmatched parent bones on "Va
lveBiped.weapon_bone"

I’m assuming hostages skeleton never included a weapon bone (for obvious reason), and simply changing out the skeleton didn’t work. You’d have a better chance re-rigging them in a modeling program than doing this type of model hackery.

That’s actually the exact reason the hostages won’t function properly without re-rigging. The hostages simply won’t work as player models with their default skeleton, so you’d have to rig them to the appropriate skeleton in order to function properly (in this case, the skeleton used by CTs/Ts).