Left 4 Dead 2

Left 4 Dead 2

Sturmgewehr 44 (Assault rifle/M16)
121 Comments
Постальный 26 Aug, 2024 @ 11:34am 
The left hand should hold onto the magazine.
ThaTylar 15 Aug, 2024 @ 5:44pm 
Ah, the STG. One of the german's "Wunderwaffes".
Manimerken 12 Jun, 2024 @ 7:51pm 
pls for the ak47, much love
Tööttieläin  [author] 8 Apr, 2022 @ 4:12am 
@ Vlad: The mod doesn't include custom sounds, but it is compatible with them. Workshop has lots of sound addons to choose from.
FitzAFttv 8 Apr, 2022 @ 3:19am 
Tried it out, and I didn't notice that you said in the description that it doesn't include the sounds. D: I'd like to use your's as well xD
The_Seven_Foot_Monster 13 Nov, 2021 @ 3:11pm 
@Tööttieläin please, I beg you, make some accurate m1928 and '28a1 variants for some weapones!!
Zraxxus 14 Oct, 2020 @ 8:49pm 
AK-47?
DarthAlvarez 6 Aug, 2020 @ 10:04am 
Anything to help.
Tööttieläin  [author] 6 Aug, 2020 @ 6:18am 
@ DarthAlvarez: Thanks for letting me know.
DarthAlvarez 5 Aug, 2020 @ 9:38pm 
Just a heads up, someone stole this exact addon and reuploaded it without permission and/or credits to the original author https://cs2bus.com/sharedfiles/filedetails/?id=2187875198
Mikelov Mk.IX 17 Dec, 2019 @ 9:55am 
pls for the ak
nobletea 4 Jul, 2019 @ 10:00am 
ERSCHIST SIE
TripleSix 25 May, 2019 @ 1:14am 
Make this for Scar pls :csgo_despair:
Black Wolf 19 May, 2019 @ 1:38pm 
i'd love to have this for AK....
Tööttieläin  [author] 6 Jan, 2019 @ 4:00pm 
@ 8x50mmR: Ignore them. No use in feeding a troll.
Dr_Skoda 6 Jan, 2019 @ 3:46pm 
I thought finns were scandinavian/nordic?
【TW】項頂 18 Nov, 2018 @ 5:06am 
thx
Tööttieläin  [author] 18 Nov, 2018 @ 4:56am 
@ 【TW】Ἀχιλλεύς: At the moment I use Battlefield 4 sound pack.
【TW】項頂 18 Nov, 2018 @ 4:37am 
what sound do you use?
Nuff Music 18 Aug, 2018 @ 9:48pm 
the iron sights are a little fucked up but its still pretty cool
[Metaphysics] Respecter 4 Feb, 2018 @ 5:40pm 
This skin for M16
Dr_Skoda 26 Jan, 2018 @ 9:29pm 
If you ask me, the magazine looks a bit skinny than i last remember seeing one, could be the illusion that it is smaller than it actually is but, what do i know...
Manimerken 8 Oct, 2017 @ 2:51am 
is the mag still skinny?
doggun 28 Aug, 2017 @ 11:27am 
Ugh,it doesn't work. I'm gonna move onto a different project,or maybe change the animation set. Thanks for all the help though.
Tööttieläin  [author] 28 Aug, 2017 @ 11:16am 
@ Depriv3D: If you used Arby's anims, it might be best if you base your qc to his too.
doggun 28 Aug, 2017 @ 9:16am 
Nope,I'm using arby26's anims,but it seems like commenting out things causes Crowbar to say 'bad command' and such.
Tööttieläin  [author] 28 Aug, 2017 @ 8:57am 
@ Depriv3D: I'd really recommend not deleting, but commenting out (//) the things you don't need. Makes returning back much easier.

Difficult bug to sort out. Btw, are you using default AK's animations?
doggun 28 Aug, 2017 @ 7:47am 
After deleting attach_camera,it doesn't shift the view to the side anymore. The gun seems to be in the wrong place,since I can see it at the corner of my screen while firing. In the end,still bugged and god damn modding is hell.
Tööttieläin  [author] 28 Aug, 2017 @ 7:34am 
@ Depriv3D: You're welcome. Try commenting out attachment attach_camera. (NOTE: only attach_camera, not camera.
doggun 28 Aug, 2017 @ 7:22am 
Okay,well it seems more messed up. https://www.youtube.com/watch?v=Y_h4FTY6H3U&feature=youtu.be

btw,thanks for taking your time to help.
Tööttieläin  [author] 28 Aug, 2017 @ 7:11am 
@ Depriv3D: All right.
doggun 28 Aug, 2017 @ 7:11am 
Well shit,I guess that's my problem. I'll work on it and get back to you.
Tööttieläin  [author] 28 Aug, 2017 @ 7:10am 
@ Depriv3D: No. It has to have them all and in same order. All the seqences have to exist even if they're not used.
doggun 28 Aug, 2017 @ 7:09am 
Also,the gun doesn't have all the sequences like the original AK-47. That's okay,right? They still follow the order though.
doggun 28 Aug, 2017 @ 7:07am 
I got it from the decompiled model.
Tööttieläin  [author] 28 Aug, 2017 @ 7:07am 
@ Depriv3D: I still have the feeling that the sequence order is the issue.

I had similar problem with my first shotgun mod. I based my qc to Desert eagle qc without knowing that primary weapons have more sequences and the gun acted just like yours.

Btw, did you get the qc from decompiled model or wrote it ground up?
doggun 28 Aug, 2017 @ 6:58am 
Gotcha. So the bug still remains,and I'm starting to think this doesn't make sense lol. Have you got any other ideas as to why it's like this? The gun acts like this if that helps.
Tööttieläin  [author] 28 Aug, 2017 @ 6:56am 
@ Depriv3D: Yes, it should be $animation. It's used in the idle sequence always when the player is moving in the game.
doggun 28 Aug, 2017 @ 6:52am 
I put loop at the end,and the run animation is also looped. Though,should it be at the $animation like this:

$animation "ta_trans_run" "v_rifle_ak47_anims\ta_trans_run.smd" {
fps 38
loop
}

Or should there be a $sequence for it?
Tööttieläin  [author] 28 Aug, 2017 @ 6:46am 
@ Depriv3D: You've added the line "fps 12". I'd put the loop after it (as last)

$sequence "idle" {
"ta_trans_run"
"ta_trans_idle"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
fps 12
loop
}

so something like this. You could also check that run animation is also looped
doggun 28 Aug, 2017 @ 6:36am 
$sequence "idle" {
"ta_trans_run"
"ta_trans_idle"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
loop
fps 12
}

let me check on the sequence order. if it turns out to be in the wrong order,i'm such a fool.
Tööttieläin  [author] 28 Aug, 2017 @ 6:34am 
@ Depriv3D: That's symptoms of wrong sequence order. Looping doesn't affect the sequence order. You didn't add anything else, did you? And can you paste the idle from qc as it's now (with "loop").
doggun 28 Aug, 2017 @ 6:29am 
It's back to playing the draw animaton over and over again while idle,and playing the reload animation while firing.
Tööttieläin  [author] 28 Aug, 2017 @ 5:04am 
@ Depriv3D: What does the bug actually do? play wrong animations? something else?
doggun 28 Aug, 2017 @ 4:55am 
That seems to work,however the multiplayer animation bug is back. Strange stuff.
Tööttieläin  [author] 28 Aug, 2017 @ 4:36am 
@ Depriv3D: Just add "loop" under "fadeout 0.2" and recompile the model.
Tööttieläin  [author] 28 Aug, 2017 @ 4:35am 
@ Depriv3D: You're missing command "loop" from the idle. That might cause the jittering, because the game does some cleaning between frames, which it now skips, because the sequence isn't set to loop.
doggun 27 Aug, 2017 @ 6:11pm 
$sequence "idle" {
"ta_trans_run"
"idle_delta"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
}
Tööttieläin  [author] 27 Aug, 2017 @ 5:37pm 
@ Depriv3D: Can you copy paste the idle sequences from qc here? Not entirely sure what might cause that.
doggun 27 Aug, 2017 @ 5:28pm 
Hey,Toottielain,if you read this again I have a small bug with the animations again. I can't exactly explain it,so I'll post a youtube link right here. https://www.youtube.com/watch?v=cF_63wbrKCU&feature=youtu.be