Coder needed.


(TNR360) #1

If any of the coders out there would be kind enough to lend a hand we at EF mod need some coding assistance for a new weapon. The problem is it continues to use default Thompson animations rather then our new ones.

We are also experiencing a bug which I believe is related to the compiler (VS8 C++ 2005 express).

All guns appear to be firing but there are no impacts except with func_explosives(when FF is on).

There are no tracers when I fire but there is a sound, animation, muzzle flash and shell eject. Again there is no sign of impact anywhere (sparks, dirt/snow flying up).

This is what it looks like when the knife stabs and impacts a random red line appears out of nowhere every time the knife impacts.(ignore blue green and red line, that part of problem is solved) (there is no sound on knife impact):

Any help offers?

Thanks :smiley:


(kamikazee) #2

The red line could be similar to the lines you see when g_debugbullets is set to “1”, make sure it is off.

If I’m not mistaken, the “ground splash” can be toggled by g_wolfparticles, so check that one as well.


(P4nth3r) #3

those red/blue/green lines indicate a missing model I believe.

Greetz Way2Evil


(Elite) #4

The problem is it continues to use default Thompson animations rather then our new ones.

Check your weapon animation config file (models/weapons2/thompson/weapon.cfg). You need to add the new animations in there. I’m assuming you didn’t specify this file in the weapon file (weapons/thompson.weap_, but perhaps you created it and placed it somewhere??

As mentioned above, the lines are caused by a missing model. Becuase it is when you “fire” the knife, it is probably a missing “flash” model (when the sparks are supposed to fly off what ur stabbing). Check your weapon file (weapons/knife.weap) and ensure the model files you have entered are valid. Chances are you are missing the flash model.


(nUllSkillZ) #5

Seems to be the center of the missing model.
The lines describe the x, y and z axis.


(TNR360) #6

thanks for help I’ll try those things out

@kami neither solution seemed to work

@elite everything is specified correctly in the .weap file


(TNR360) #7

all shooting related problems solved

nobody told me that qagame_mp_x86 goes outside of mp_bin (outside any type of pk3) sorry all


(TNR360) #8

I still have the problem with our new weapon using default thompson animations


(P4nth3r) #9

The default weapons animations like reloading are handled by tag animations in a separate md3 file.
they made a file with only tags, these are animated and the tag correspond with the tags in the other md3 models and they will move when the tags do.

I think that is it, I hope I explained it clear enough. =$

Greetz Way2Evil a.k.a. Panther


(TNR360) #10

I am aware of all this to make things clear here is the .weap file

weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		standModel			"models/weapons2/thompson/thompson_stand.mdc"	// weapon pickup 'stand' (do we still use this?)
		pickupModel			"models/weapons2/thompson/thompson.md3"
		//pickupSound		"sound/misc/w_pkup.wav"
		
		weaponConfig		"models/weapons2/ppsh/weapon.cfg"
		handsModel			"models/weapons2/ppsh/v_ppsh_anim.md3"
		adshandsModel		"models/weapons2/thompson/v_thompson_hand2.md3"
		
		flashDlightColor	1.0 0.6 0.23
		flashSound			"sound/weapons/thompson/thompson_fire.wav"		// supports up to 4 flash sounds
		flashEchoSound		"sound/weapons/thompson/thompson_far.wav"		// supports up to 4 flash echo sounds
		//lastShotSound		""										// supports up to 4 last shot sounds
		
		//readySound		""
		//firingSound		""									// no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
		//overheatSound		""
		reloadSound			"sound/weapons/thompson/thompson_reload.wav"
		reloadFastSound		"sound/weapons/thompson/thompson_reload_fast.wav"		// some weapons have fast reloads due to the skill system
		//spinupSound		""									// sound started when fire button goes down, and stepped on when the first fire event happens
		//spindownSound		""									// sound called if the above is running but player doesn't follow through and fire
		//switchSound		""									// allow overriding of weaponswitch sound
		
		//weaponIcon			"icons/iconw_thompson_1"
		weaponSelectedIcon	"icons/iconw_thompson_1_select"
		
		//missileModel		""
		//missileSound		""
		//missileTrailFunc	""									// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		//missileDlightColor	0 0 0							// do we still use this?
		
		ejectBrassFunc		"MachineGunEjectBrass"				// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
		
		//modModel 1		""
		
		firstPerson {
			model			"models/weapons2/ppsh/v_ppsh_main.mdc"
			flashModel		"models/weapons2/ppsh/v_ppsh_flash.mdc"

			// weapon building
			// the parts are numbered because there are some hardcoded references for some weapons to certain parts
			weaponLink
			{
				part 0
				{
					tag		"tag_weapon"
					model	"models/weapons2/ppsh/v_ppsh_main.mdc"
				}
				part 1
				{
					tag		"tag_drum"
					model	"models/weapons2/ppsh/v_ppsh_drum.mdc"
				}
				part 2
				{
					tag		"tag_lefthand"
					model	"models/weapons2/ppsh/v_ppsh_lefthand.mdc"
					useCharacterSkin


				}
			}
		}
		
		thirdPerson {
			model			"models/weapons2/thompson/thompson.mdc"
			flashmodel		"models/weapons2/thompson/thompson_flash.mdc"
		}
	}
}

Any way we’ve drawn to the conclusion we are stripping the thompson as a weapon and adding our gun as new.