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[User Script] Actual walking

HOT
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Created 10 years ago
by Deleted User
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I put this on map and its not working, its like I didnt put it there
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my map freezes for a few secs when the map is runned , but then it works fine
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my map freezes for a few secs when the map is runned , but then it works fine

That's because

Code Snippet
Plaintext
prone_watch()
{
for(;;){
if(level.w_gun_move_value_fix == true && self GetStance() == "prone"){
self SetClientDvar("cg_gun_move_minspeed", 0);
} else if(level.w_gun_move_value_fix == true) {
self SetClientDvar("cg_gun_move_minspeed", 100000);
}
}
}

doesnt have a wait timer, cause the infinite loop error, causing the freeze and killing the prone_watch thread, which is also causing the prone to glitch up,

here, replace the function with this

Code Snippet
Plaintext
prone_watch()
{
for(;;)
{
if(level.w_gun_move_value_fix == true && self GetStance() == "prone")
{
self SetClientDvar("cg_gun_move_minspeed", 0);
}
else if(level.w_gun_move_value_fix == true)
{
self SetClientDvar("cg_gun_move_minspeed", 100000);
}
wait(0.01);
}
}
Last Edit: July 15, 2014, 06:41:31 pm by ProGamerzFTW
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That's because

Code Snippet
Plaintext
prone_watch()
{
for(;;){
if(level.w_gun_move_value_fix == true && self GetStance() == "prone"){
self SetClientDvar("cg_gun_move_minspeed", 0);
} else if(level.w_gun_move_value_fix == true) {
self SetClientDvar("cg_gun_move_minspeed", 100000);
}
}
}

doesnt have a wait timer, cause the infinite loop error, causing the freeze and killing the prone_watch thread, which is also causing the prone to glitch up,

here, replace the function with this

Code Snippet
Plaintext
prone_watch()
{
for(;;)
{
if(level.w_gun_move_value_fix == true && self GetStance() == "prone")
{
self SetClientDvar("cg_gun_move_minspeed", 0);
}
else if(level.w_gun_move_value_fix == true)
{
self SetClientDvar("cg_gun_move_minspeed", 100000);
}
wait(0.01);
}
}
Thanks for finding the fix, I didn't knew I missed such an important thing in this. Gonna edit the OP so it can be considered fixed, thank you :)
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Just a feedback.
This is just my opinion but.....

I think you should set the cg_bobWeaponAmplitude to 0.75 because if you really want it to look like bo1, bo2, mw2, mw3 etc, then I think you should set it to 0.75.

This is just my opinion, but I think the value you added for the weapon bobbing doesn't look like bo1 at all. I think your looks like the viewhands moves too much to the left and right.

I know this might be a bit nit picky but I actually can see the difference.

EDIT: I just relized that it is the bg_bobAmplitudeStanding dvar that makes so the viewhands moves too much to the left and right, lol sorry. But I honestly think that dvar makes the walking to not look like bo1. :/
Last Edit: July 20, 2014, 07:46:29 pm by Ege115
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Just a feedback.
This is just my opinion but.....

I think you should set the cg_bobWeaponAmplitude to 0.75 because if you really want it to look like bo1, bo2, mw2, mw3 etc, then I think you should set it to 0.75.

This is just my opinion, but I think the value you added for the weapon bobbing doesn't look like bo1 at all. I think your looks like the viewhands moves too much to the left and right.

I know this might be a bit nit picky but I actually can see the difference.

where in the script do i change it?
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where in the script do i change it?
Well as it is the other dvar that I think not makes it look like bo1 is the line that says,
Code Snippet
Plaintext
self SetClientDvar("bg_bobAmplitudeStanding", "0.02 0.007");
In the script, if you comment it, it will look like how I like it, I think.
This is how "I" like it but I am not saying that everybody has to change this, just my opinion. :)

I maybe wasn't allowed to say this for your script Ray. :(
Last Edit: July 20, 2014, 08:15:12 pm by Ege115
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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This != actual walking from other CoD's.

The weapons sway values are set to high making the animations look bad when in prone and sprinting.





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how do make the gun not "bounce" when ADS?
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how do make the gun not "bounce" when ADS?
It smoothly changes the amplitude when ADS, but you can also set it to 0 if you want :)

 
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