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help: m14 ebr no scope mod

Опубликовано:

I know how to do it already by adding the scope hidetag but this is what im asking:

 

what are the animations for the iron sights? they are for these lines:

 

adsFireAnim\viewmodel_M14ebr_fire_ads\adsLastShotAnim\viewmodel_M14ebr_fire_last\adsUpAnim\viewmodel_M14ebr_scope_ADS_up\adsDownAnim\viewmodel_M14ebr_scope_ADS_down

 

the scopeless m14 ebr is in sp so yeah.

 

thanks

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103FB0201B785AEE92A7F3365D5618BAF022DAAB

:D really old, so can't remember what i do

i know that you have to add the scope hidetag but do you at least have the weapon file so you can tell me what the ads anims are :?:

Опубликовано:
pic

:D really old, so can't remember what i do

i know that you have to add the scope hidetag but do you at least have the weapon file so you can tell me what the ads anims are :?:

just use the anims from something like the scar or mp5...

Опубликовано:
pic

:D really old, so can't remember what i do

i know that you have to add the scope hidetag but do you at least have the weapon file so you can tell me what the ads anims are :?:

just use the anims from something like the scar or mp5...

 

There's an MP5 in Iw4m? :shock: Lol jk i know what you mean. I can't wait to see what you're planning with this xboss.

Опубликовано:
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pic

:D really old, so can't remember what i do

i know that you have to add the scope hidetag but do you at least have the weapon file so you can tell me what the ads anims are :?:

just use the anims from something like the scar or mp5...

 

There's an MP5 in Iw4m? :shock: Lol jk i know what you mean. I can't wait to see what you're planning with this xboss.

now I am making a mod called 'mw3 guns'. I will use this as a mk14 (cos it looks like it) and I will turn the tmp into an mp9 (an mp9 skin is in the files of mw2)

Опубликовано:

check -entries (launch argument, outputs all asset names to debugview) when loading a map having the specific weapon as dependency, then set dependencies as desired.

 

future builds may optimize dependencies seeing new asset restriction code.

Опубликовано:
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check -entries (launch argument, outputs all asset names to debugview) when loading a map having the specific weapon as dependency, then set dependencies as desired.

 

future builds may optimize dependencies seeing new asset restriction code.

I don't see how this is exactly about dependencies besides if the animations need to be in mp for it to work.

Опубликовано:
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Blah, this scoperail will obscure the sights anyway.

 

Also, TMP=mp9, it's just different name, but it files it's still listed as mp9.

You don't just say 'blah'. Im asking something. Not saying that you can write things like 'who gives a shit'. And plus the mp9 was made by HK (I think) and the TMP is made by steyr.

Опубликовано:
Blah, this scoperail will obscure the sights anyway.

 

Also, TMP=mp9, it's just different name, but it files it's still listed as mp9.

You don't just say 'blah'. Im asking something. Not saying that you can write things like 'who gives a shit'. And plus the mp9 was made by HK (I think) and the TMP is made by steyr.

The MP9 is

a development of the Steyr

TMP. Differences from the TMP

include a stock that folds to

the right side of the weapon,

an integrated Picatinny rail, and

a new trigger safety.

Anyway, I think that weapon_mp9 texture is tmp's one

 

iron sights won't really work on m21's weapon file, try using m21+acog animations and use cg_gun_y to alter it and see what I meant.

Опубликовано:
Blah, this scoperail will obscure the sights anyway.

 

Also, TMP=mp9, it's just different name, but it files it's still listed as mp9.

You don't just say 'blah'. Im asking something. Not saying that you can write things like 'who gives a shit'. And plus the mp9 was made by HK (I think) and the TMP is made by steyr.

The MP9 is

a development of the Steyr

TMP. Differences from the TMP

include a stock that folds to

the right side of the weapon,

an integrated Picatinny rail, and

a new trigger safety.

Anyway, I think that weapon_mp9 texture is tmp's one

 

iron sights won't really work on m21's weapon file, try using m21+acog animations and use cg_gun_y to alter it and see what I meant.

hey, xBoss, can you try making the knife from "Endgame" work on multiplayer? It obviously will work only in ending.ff but it still would be nice

Опубликовано:
  • Автор
Blah, this scoperail will obscure the sights anyway.

 

Also, TMP=mp9, it's just different name, but it files it's still listed as mp9.

You don't just say 'blah'. Im asking something. Not saying that you can write things like 'who gives a shit'. And plus the mp9 was made by HK (I think) and the TMP is made by steyr.

The MP9 is

a development of the Steyr

TMP. Differences from the TMP

include a stock that folds to

the right side of the weapon,

an integrated Picatinny rail, and

a new trigger safety.

Anyway, I think that weapon_mp9 texture is tmp's one

 

iron sights won't really work on m21's weapon file, try using m21+acog animations and use cg_gun_y to alter it and see what I meant.

hey, xBoss, can you try making the knife from "Endgame" work on multiplayer? It obviously will work only in ending.ff but it still would be nice

Sorry, I'm not good with that stuff (because im new to modding) but ask a modding expert like slash or momo5502

Опубликовано:
  • Автор

I was playing sp and I had an m14 ebr no scope but it didn't have that rail so I think that it will need dependencies and crap.

Anyway's you can keep finding out things for this still and thanks for the help guys,

Especially you The_InHuman.

Опубликовано:
  • Автор
The MP9 is

a development of the Steyr

TMP. Differences from the TMP

include a stock that folds to

the right side of the weapon,

an integrated Picatinny rail, and

a new trigger safety.

Anyway, I think that weapon_mp9 texture is tmp's one

 

I viewed it. It even says mp9 on it and its different with colours. I THINK its called weapon_mp9_new

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