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Author Topic: Making Hgrunt fire their guns fully-automatic.  (Read 6707 times)

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OmegaXMK2

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Making Hgrunt fire their guns fully-automatic.
« on: November 06, 2008, 02:50:54 AM »

Tired of your Hgrunts using 3-round bursts?

Well, all you really need to do is open the hgrunt's qc file, then change the fps under "crouching_mp5" and "standing mp5" to 90  (although I think it also has something to do with the "events.") I saw this in one specific hgrunt model I downloaded (don't remember the name, or where I got it from) and I thought it was rather interesting.

Here's an example of what I saw in the QC:

Quote
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 90 loop ACT_RANGE_ATTACK1 1 {
  { event 4 1 }
  { event 5001 1 "50" }
  { event 5001 1 "21" }
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 90 loop {
  { event 4 1 }
  { event 5001 1 "50" }
  { event 5001 1 "21" }
 }

This bit of coding speeds up the animation frames, making the grunts fire fully automatic, as opposed to 3-round bursts. It gave me a bit more of a challenge to be honest.

I'm also experimenting with this (taken from the original LD hgrunt's file):

Quote
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 90 loop ACT_RANGE_ATTACK1 1 {
  { event 4 1 }
  { event 5 2 }
  { event 6 4 }

  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 90 loop {
  { event 4 1 }
  { event 5 2 }
  { event 6 4 }

  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }

Now, I don't know too much about this code, and I noticed one mistake some people make, whether it's intentional or not, is they somehow change the code so that although the hgrunt looks and sounds like they're firing 3 rounds every time they fire, they're only firing one bullet. I also noticed this when messing around with the code, so each time they fired, I was only getting hit with 5 bullets per every 2 seconds, which was wierd. I think removing two of the first three events ( { event 4 0 }   { event 5 2 }   { event 6 4 } ) might have something to do with that, and tampering too much with or completely removing these will make it seem as though the hgrunt was firing blanks (which we definitely don't want.)

Well, that's about it, hope that was helpful.
« Last Edit: November 06, 2008, 06:07:44 AM by OmegaXMK2 »
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DiamonD

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #1 on: November 06, 2008, 03:38:50 AM »

Wow! This is awesome! I didn't know it was possible to do such things via QC. I guess it's also possible for the Barney to fire bullets faster too, right?
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Weavile

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #2 on: November 06, 2008, 03:44:52 AM »

Wow! This is awesome! I didn't know it was possible to do such things via QC. I guess it's also possible for the Barney to fire bullets faster too, right?
Yeah I never understood why he fires so slowly at enemies, but if you attack him its almost like a machine gun.
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OmegaXMK2

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #3 on: November 06, 2008, 03:46:59 AM »

Wow! This is awesome! I didn't know it was possible to do such things via QC. I guess it's also possible for the Barney to fire bullets faster too, right?

I'm not sure, I guess so. I've only tested this on the grunts.

Hey, if you could get Barney to fire faster, and experiment with it more, you'd probably be able to give him a 9mmAR instead of him using a pistol! I'm still not sure though, I haven't quite tested this out further.

EDIT: Judging from what I saw during gameplay after using and modifying the old LD hgrunt's firing sequences, It would also seem that the grunts fire 30 rounds before reloading. (odd, I always thought they fired 50.)
« Last Edit: November 06, 2008, 06:05:13 AM by OmegaXMK2 »
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Nige111

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #4 on: November 06, 2008, 06:18:32 AM »

Barney can be made to fire faster purely by shortening the length of the fire animation.
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Anton

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #5 on: November 06, 2008, 07:21:10 AM »

Yeah I had a barney with a full auto-firing glock 18 and all the protective features from Kruks and Bloodsurfers (or whoever it was) shield barney.

It was horrible to hit him by accident.
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SaxonSwine

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #6 on: November 06, 2008, 10:18:23 AM »

Woah I had no idea this could be done.  <Adds to HOEs Mikes and Charlehs>
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bloodsurfer

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #7 on: November 06, 2008, 10:31:45 AM »

Yeah I had a barney with a full auto-firing glock 18 and all the protective features from Kruks and Bloodsurfers (or whoever it was) shield barney.

It was horrible to hit him by accident.
Yeah, say thanks to Kruks for that i did only the model and textures
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Anton

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #8 on: November 06, 2008, 11:25:19 AM »

Still man, it was a damn awesome model!

And Kruk is just so good at animating it scares me.
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Barnz

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #9 on: November 06, 2008, 11:39:21 AM »

Did similar stuff when hacking Day One (I had grunt using glock, technically it was mp5). I also tried to do heavygrunt (minigun), grunt with grenade (you can make grunt throw multiple grenades/m203s) or rocket launcher, but failed. There are lots of possibilities.
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bloodsurfer

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #10 on: November 06, 2008, 03:22:37 PM »

Still man, it was a damn awesome model!

And Kruk is just so good at animating it scares me.
I'll probably make a few more modified barney model once my tool will be ready for beta-testing, release them and ask for feedback about bugs or glitches
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Anton

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #11 on: November 06, 2008, 03:25:27 PM »

A medic barney with shield and protetion+one handed mp5 and engineer saw, and sniper on his back.

A REAL SOLDIER!
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bloodsurfer

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #12 on: November 06, 2008, 04:22:10 PM »

I was more thinking thinking of soldier replacement (and SD version of pov barney) with modified idle pose and basic barney with SDified LD anims (this one will be for testing the merging anim function)
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Anton

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #13 on: November 06, 2008, 06:05:35 PM »

I am god damned pumped about your animation software.
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OmegaXMK2

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Re: Making Hgrunt fire their guns fully-automatic.
« Reply #14 on: November 06, 2008, 08:12:59 PM »

A medic barney with shield and protetion+one handed mp5 and engineer saw, and sniper on his back.

A REAL SOLDIER!

Yeah, if we could get him to use all of those things.

The shield's possible if we find out how on earth they make the hitboxes that can't be hit by certain weapons (i.e, you hit Barney's helmet with a 9mm and it bounces right off - unless you edited the skill.cfg file to boost the strength of the pistol so that it'll penetrate the helmet.) Everything else sounds a little far-off, I mean how's he gonna use all that stuff? (the MP5 doesn't sound bad, though.)
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