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Опубликовано:
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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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Опубликовано:
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

 

its different with colours

maybe because alpha olive drabs it? Dunno.

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

IN! I got it! for the hide tags do tag_rail and then aim down sight! legit!

Опубликовано:
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Great bro

I was suspecting there should be a tag for it :P

Is it possible you can

Pm me the file?

Or at least tell me what the ads anims are?

I used m21 acog ones, you can experiment though

Ill send you a pic if that works.

Опубликовано:
Great bro

I was suspecting there should be a tag for it :P

Is it possible you can

Pm me the file?

Or at least tell me what the ads anims are?

I used m21 acog ones, you can experiment though

Ill send you a pic if that works.

you would have to use cg_gun y,x though

 

better find iron sights anims :P

tried \adsUpAnim

\viewmodel_M14_ADS_up ?

Or dump it from sp/so somehow :P

Опубликовано:
  • Автор
Great bro

I was suspecting there should be a tag for it :P

Is it possible you can

Pm me the file?

Or at least tell me what the ads anims are?

I used m21 acog ones, you can experiment though

Ill send you a pic if that works.

you would have to use cg_gun y,x though

 

better find iron sights anims :P

tried \adsUpAnim

\viewmodel_M14_ADS_up ?

Or dump it from sp/so somehow :P

ill try that but when I do cg_gun it does nothing ._.

are you supposed to do a number or something and if you do what numbers do you do?

Опубликовано:
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eitherway if you get it working with the m14 iron sight animations you would need a dependancy to use it cause scope and iron are different :P

no the in human did it and it didnt use dependencies

Опубликовано:

This is completly old! The animations are in the spec ops mission on gulag.

adsUpAnim\viewmodel_m14ebr_ads_up\adsDownAnim\viewmodel_m14ebr_ads_down

Use it as dependency

{ "mp_rust", "so_showers_gulag" },

or use cg_gun_x/y/z to fix the rest. Of course you need to hide the annoying tag you see when you scope.

tag_rail

 

Edit: Something like this!

1B8748B3395083386F6BC872DD83890CE6DC4524

Опубликовано:

This is completly old! The animations are in the spec ops mission on gulag.

Use it as dependency

or use cg_gun_x/y/z to fix the rest. Of course you need to hide the annoying tag you see when you scope.

exactly what i said :lol:

Опубликовано:

This is completly old! The animations are in the spec ops mission on gulag.

Use it as dependency

or use cg_gun_x/y/z to fix the rest. Of course you need to hide the annoying tag you see when you scope.

exactly what i said :lol:

Yeah, just that zombiefan and I already did this a year ago!

Опубликовано:

This is completly old! The animations are in the spec ops mission on gulag.

Use it as dependency

or use cg_gun_x/y/z to fix the rest. Of course you need to hide the annoying tag you see when you scope.

exactly what i said :lol:

cg_gun seems to be the better solution since only a few lines of code are necessary and no dependency map..

Опубликовано:

This is completly old! The animations are in the spec ops mission on gulag.

Use it as dependency

or use cg_gun_x/y/z to fix the rest. Of course you need to hide the annoying tag you see when you scope.

exactly what i said :lol:

cg_gun seems to be the better solution since only a few lines of code are necessary and no dependency map..

Yeah, but if you want the weapon to look good, you'd need to do the cg_gun in a loop, checking if you are aiming or not.

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