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InsideQC Forums • View topic - Firing Animations help

Firing Animations help

Discuss programming in the QuakeC language.

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Firing Animations help

Postby sniperz227 » Sat Apr 30, 2011 2:01 am

Hi i've been searching for animation tutorials and i couldnt find one for firing. Basically what i wanna do is that when my gun shoots i want it to play my animation of the gun
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Re: Firing Animations help

Postby Nahuel » Sat Apr 30, 2011 2:22 am

hi, I am nahuel, I love quake and qc.
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Re: Firing Animations help

Postby leileilol » Sat Apr 30, 2011 2:24 am

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Postby sniperz227 » Sat Apr 30, 2011 2:27 am

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Postby Nahuel » Sat Apr 30, 2011 2:34 am

Last edited by Nahuel on Sat Apr 30, 2011 3:06 am, edited 2 times in total.
hi, I am nahuel, I love quake and qc.
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Postby sniperz227 » Sat Apr 30, 2011 2:37 am

ok so my code would be

void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=24;
self.nextthink = time + 0.01;

thats all ?
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Postby 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.
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Postby sniperz227 » Sat Apr 30, 2011 6:50 am

thank you it worked !! :)
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