Lowering your weapon on sprint: Difference between revisions
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Note:This has only been tested with the latest HL2MP OB engine code.
Note:This will not work if your weapon doesn't have the ACT_VM_IDLE_LOWERED animation in its .qc file (The Viewmodel). To fix this install Studio Compiler and decompile your Viewmodel and decompile one of your other models which has this animation, then add that animation into your decompiled .qc file. To find out how to add the animation just copy the animation from the working viewmodel .qc file.
Note:If your weapon_yourweaponname.cpp has an ItemPostFrame in it overriding the base ItemPostFrame then you have to place this code in there as well, for example in the weapon_shotgun.cpp, it has an ItemPostFrame overriding the Baseweapon_Shared ItemPostFrame which means that the lowering weapon code will not work for this weapon, unless you add this code in the weapon's ItemPostFrame function!
Note:Download the Studio Compiler here [2] (only necessary if your weapon don't got the ACT_VM_IDLE_LOWERED animation!)
Note:In this Tutorial you will do this by coding only, so open up your basecombatweapon_shared.cpp and basecombatweapon_shared.h
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{{note|1=This has only been tested with the latest HL2MP OB engine code.}} | {{note|1=This has only been tested with the latest HL2MP OB engine code.}} | ||
{{note|1=This will not work if your weapon | {{note|1=This will not work if your weapon doesn't have the ACT_VM_IDLE_LOWERED animation in its .qc file (The Viewmodel). To fix this install Studio Compiler and decompile your Viewmodel and decompile one of your other models which has this animation, then add that animation into your decompiled .qc file. To find out how to add the animation just copy the animation from the working viewmodel .qc file.}} | ||
{{note|1=If your weapon_yourweaponname.cpp has an ItemPostFrame in it overriding the base ItemPostFrame then you have to place this code in there as well, for example in the weapon_shotgun.cpp, it has an ItemPostFrame overriding the Baseweapon_Shared ItemPostFrame which means that the lowering weapon code will not work for this weapon, unless you add this code in the weapon's ItemPostFrame function!}} | {{note|1=If your weapon_yourweaponname.cpp has an ItemPostFrame in it overriding the base ItemPostFrame then you have to place this code in there as well, for example in the weapon_shotgun.cpp, it has an ItemPostFrame overriding the Baseweapon_Shared ItemPostFrame which means that the lowering weapon code will not work for this weapon, unless you add this code in the weapon's ItemPostFrame function!}} | ||
{{note|1=Download the Studio Compiler here [http://www.chaosincarnate.net/cannonfodder/download.php?id=StudioCompilerSetup.V0.4A.exe] (only necessary if your weapon don't got the ACT_VM_IDLE_LOWERED animation!)}} | {{note|1=Download the Studio Compiler here [http://www.chaosincarnate.net/cannonfodder/download.php?id=StudioCompilerSetup.V0.4A.exe] (only necessary if your weapon don't got the ACT_VM_IDLE_LOWERED animation!)}} |
Revision as of 02:44, 11 July 2011
This article will deal with Lowering your weapon while sprinting and disable the ability to shoot at the same time. This was based on a topic on the Steam Forums located here: [1]




The Code

BASECOMBATWEAPON_SHARED.CPP
Hit CTRL+F and search for this code:
void CBaseCombatWeapon::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
Then copy and paste this below it:
if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) )
{
bLowered = true;
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) )
{
bLowered = false;
SendWeaponAnim( ACT_VM_IDLE );
m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
if ( bLowered )
{
if ( gpGlobals->curtime > m_fLoweredReady )
{
bLowered = true;
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
return;
}
else if ( bLowered )
{
if ( gpGlobals->curtime > m_fLoweredReady )
{
bLowered = false;
SendWeaponAnim( ACT_VM_IDLE );
m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
return;
}
BASECOMBATWEAPON_SHARED.H
Add these member variables under private at line 466 below CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon:
bool m_bLowered;
bool bLowered;
float m_fLowered;
float m_fLoweredReady;
Finish
Now your weapon should be lowered when you hit the sprint button and you will not be available to shoot either until you release the button!