by Nahuel » Sat Apr 30, 2011 2:52 am
for example!
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
self.nextthink = time + 0.01;
};
void() player_shot2 = [$shotatt1, player_shot3 ] {self.weaponframe=3;
self.nextthink = time + 0.01;
};
void() player_shot3 = [$shotatt1, player_shot4 ] {self.weaponframe=4;
self.nextthink = time + 0.01;
};
....
here you must write all the remaining animations
void() player_shot24 = [$shotatt6, player_run ] {self.weaponframe=24;
self.nextthink = time + 0.01;
};
with regard to the (yellow) frame macro,I believe that if the player.mdl has 6 frames for the shot and you have 24 for the weapon you should use 1 (frame of player) *4 (frame of weapon)
for example
from
player_shot1 to player_shot4
shotatt1
and from
player_shot5 to player_shot9
shotatt2
check the time of nextthink!!
hi, I am nahuel, I love quake and qc.