Left 4 Dead 2

Left 4 Dead 2

Sturmgewehr 44 (Assault rifle/M16)
121 kommentarer
Постальный 26. aug. 2024 kl. 11:34 
The left hand should hold onto the magazine.
ThaTylar 15. aug. 2024 kl. 17:44 
Ah, the STG. One of the german's "Wunderwaffes".
Manimerken 12. juni 2024 kl. 19:51 
pls for the ak47, much love
Tööttieläin  [ophavsmand] 8. apr. 2022 kl. 4:12 
@ 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 kl. 3:19 
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 kl. 15:11 
@Tööttieläin please, I beg you, make some accurate m1928 and '28a1 variants for some weapones!!
Zraxxus 14. okt. 2020 kl. 20:49 
AK-47?
DarthAlvarez 6. aug. 2020 kl. 10:04 
Anything to help.
Tööttieläin  [ophavsmand] 6. aug. 2020 kl. 6:18 
@ DarthAlvarez: Thanks for letting me know.
DarthAlvarez 5. aug. 2020 kl. 21:38 
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 kl. 9:55 
pls for the ak
nobletea 4. juli 2019 kl. 10:00 
ERSCHIST SIE
TripleSix 25. maj 2019 kl. 1:14 
Make this for Scar pls :csgo_despair:
Black Wolf 19. maj 2019 kl. 13:38 
i'd love to have this for AK....
Tööttieläin  [ophavsmand] 6. jan. 2019 kl. 16:00 
@ 8x50mmR: Ignore them. No use in feeding a troll.
Dr_Skoda 6. jan. 2019 kl. 15:46 
I thought finns were scandinavian/nordic?
【TW】項頂 18. nov. 2018 kl. 5:06 
thx
Tööttieläin  [ophavsmand] 18. nov. 2018 kl. 4:56 
@ 【TW】Ἀχιλλεύς: At the moment I use Battlefield 4 sound pack.
【TW】項頂 18. nov. 2018 kl. 4:37 
what sound do you use?
Nuff Music 18. aug. 2018 kl. 21:48 
the iron sights are a little fucked up but its still pretty cool
[Metaphysics] Respecter 4. feb. 2018 kl. 17:40 
This skin for M16
Dr_Skoda 26. jan. 2018 kl. 21:29 
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. okt. 2017 kl. 2:51 
is the mag still skinny?
doggun 28. aug. 2017 kl. 11:27 
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  [ophavsmand] 28. aug. 2017 kl. 11:16 
@ Depriv3D: If you used Arby's anims, it might be best if you base your qc to his too.
doggun 28. aug. 2017 kl. 9:16 
Nope,I'm using arby26's anims,but it seems like commenting out things causes Crowbar to say 'bad command' and such.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 8:57 
@ 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 kl. 7:47 
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  [ophavsmand] 28. aug. 2017 kl. 7:34 
@ Depriv3D: You're welcome. Try commenting out attachment attach_camera. (NOTE: only attach_camera, not camera.
doggun 28. aug. 2017 kl. 7:22 
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  [ophavsmand] 28. aug. 2017 kl. 7:11 
@ Depriv3D: All right.
doggun 28. aug. 2017 kl. 7:11 
Well shit,I guess that's my problem. I'll work on it and get back to you.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 7:10 
@ 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 kl. 7:09 
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 kl. 7:07 
I got it from the decompiled model.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 7:07 
@ 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 kl. 6:58 
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  [ophavsmand] 28. aug. 2017 kl. 6:56 
@ 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 kl. 6:52 
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  [ophavsmand] 28. aug. 2017 kl. 6:46 
@ 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 kl. 6:36 
$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  [ophavsmand] 28. aug. 2017 kl. 6:34 
@ 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 kl. 6:29 
It's back to playing the draw animaton over and over again while idle,and playing the reload animation while firing.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 5:04 
@ Depriv3D: What does the bug actually do? play wrong animations? something else?
doggun 28. aug. 2017 kl. 4:55 
That seems to work,however the multiplayer animation bug is back. Strange stuff.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 4:36 
@ Depriv3D: Just add "loop" under "fadeout 0.2" and recompile the model.
Tööttieläin  [ophavsmand] 28. aug. 2017 kl. 4:35 
@ 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 kl. 18:11 
$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  [ophavsmand] 27. aug. 2017 kl. 17:37 
@ Depriv3D: Can you copy paste the idle sequences from qc here? Not entirely sure what might cause that.
doggun 27. aug. 2017 kl. 17:28 
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