Stormy
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- Joined
- Aug 7, 2003
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Right, i understand how this works semi but im getting confused with some parts of the .qc file. When i look at a line from the HL2 shotgun .qc this is what im reading.
$sequence idle01 {for animation idle01 in the code}
"Idle01" loop fps 30 {play animation Idle01 (which is a smd) at 30 fps).. dont get "loop"
activity ACT_VM_IDLE 1 node 0 {dont understand what this is. Please explain)
Another part i dont understand is putting the muzzle flashes on.
Again what im reading here is.
- Load Bone Valvebiped.muzzle, with xyz cordinates at this angle. I dont understand ridget
-i dont understand the second part. Does this refure back to the first part? Play muzzle flash and plce at these co-ordinates. If that is right can you please explain what part does what. And even why they are called what they are.
-I also dont understand "node"
Any help would be really good. Trying to learn as much as i can atm so i can start getting some stuff ingame! Thanx
-Stormy
$sequence idle01 {for animation idle01 in the code}
"Idle01" loop fps 30 {play animation Idle01 (which is a smd) at 30 fps).. dont get "loop"
activity ACT_VM_IDLE 1 node 0 {dont understand what this is. Please explain)
Another part i dont understand is putting the muzzle flashes on.
Code:
$attachment "muzzle" "ValveBiped.Muzzle" 0 0 0 rotate -90 0 0 rigid
{ event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" } node 2
Again what im reading here is.
- Load Bone Valvebiped.muzzle, with xyz cordinates at this angle. I dont understand ridget
-i dont understand the second part. Does this refure back to the first part? Play muzzle flash and plce at these co-ordinates. If that is right can you please explain what part does what. And even why they are called what they are.
-I also dont understand "node"
Any help would be really good. Trying to learn as much as i can atm so i can start getting some stuff ingame! Thanx
-Stormy