View Full Version : different animation for m16?
omgwtfbbq1
05-02-2009, 01:33 AM
i don't know how i did it, but i had to reload and after throwing a pipe my character pulled out his gun and did something to both sides of his gun...
this got me wondering, since i remember seeing a different pistol animations, could we be able to see the rest of the weapons?
one of them
05-02-2009, 01:44 AM
I noticed that too, I only ever got it with Bill though. He plays around with it a little bit in his hand like it's jammed or something.
binge
05-02-2009, 03:36 AM
de pistol animation is easy to do,
but only works if you have one pistol,
just reload your pistol and while reloading pick up a 2nd pistol
i don't know how to do this for m4 though
Steve Cloud
05-02-2009, 03:55 AM
Is there some way to view all the animations of all the weapons? I want to see all of these unused weapon animations.
HimuraKenshee
05-02-2009, 04:09 AM
Is there some way to view all the animations of all the weapons? I want to see all of these unused weapon animations.
agree.. so do i :(
Zombie Hunter
05-02-2009, 07:46 AM
since L4D is quite fast, has anyone tried just standing there and seeing after a while if they start doing thing with the gun like in cs:s i think if you have a deagle and stand idle long enough the guy spins in on his finger
Apex_
05-02-2009, 11:10 AM
There aren't idle animations that I'm aware of, no. But there are a number of hidden animations for most of the weapons. There was a thread about this not long ago specifically about the pistol slide release animation.
The OP is referring to what looks like a malfunction animation, where the character rolls the gun to your left and mashes on the forward assist like a tool. It's kind of interesting that there's some form of jamming animation hidden in the M16's model, since there's obviously no weapon jamming of any kind. Probably another experiment Valve ran and didn't like, but never removed fully.
@Steve, I imagine they'll put out a L4D compatible model viewer with the SDK, but that could still be weeks away... If you do the fake-SDK setup you can view just the weapon model on its own (it's no longer built *with* the hands like previous Source games) so you can't see animations :(
Steve Cloud
05-02-2009, 11:18 AM
Come on SDK...
Dead Fish
05-02-2009, 12:10 PM
On that note, I recently noticed something. Play splitscreen on the same PC. When the second player reloads an M16, you can hear the rest of the reload animation. He has a longer reload sound.
Skypn1333
05-02-2009, 12:40 PM
On that note, I recently noticed something. Play splitscreen on the same PC. When the second player reloads an M16, you can hear the rest of the reload animation. He has a longer reload sound.
I just tried this out on Xbox and it also works. Nice Find. I'm betting they have a different animation for each gun in some subtle way.
On that note, I recently noticed something. Play splitscreen on the same PC. When the second player reloads an M16, you can hear the rest of the reload animation. He has a longer reload sound.
That's actually just the "wee" reload sound. When Valve made the first set of animations (The ones that are hidden) they always made the world models use those animations, when they made he new ones (Boooring ones) they didn't have the funding the change the world views animations, therefore, when you reload the gun you only hear the ammo go in and out, but when someone else reloads the gun, you can hear / see the what they used to have for sounds / looks. Quite interesting.
As for seeing the old ones, the only wones that you can actually see are the uzi, m16, hunting rifle, and pistol, the pump shotgun and auto pump haven't changed since beta anyway.
throwing pipebombs at certain times and giving other people pills are 2 ways to see the animations for the primaries, and as already stated for the pistols, just reload before picking up the second one or melee with the first one before picking up the second one.
That's all the secrets I have for you today ^^.
Ŧāvell
05-02-2009, 06:09 PM
It's kind of interesting that there's some form of jamming animation hidden in the M16's model, since there's obviously no weapon jamming of any kind. Probably another experiment Valve ran and didn't like, but never removed fully.
its a pain in the ass clearing an m16 or m4 depending on the situation, i just want to kill zombies not worry about cleaning my rifle in the saferoom in case in jams during a panic...... :D
Apex_
05-02-2009, 06:40 PM
its a pain in the ass clearing an m16 or m4 depending on the situation, i just want to kill zombies not worry about cleaning my rifle in the saferoom in case in jams during a panic...... :D
Just another reason not to grab a direct impingement based weapon during the zombie apocalypse eh? ;)
I'd like to see a "realistic" zombie survival game, maybe with some RPG elements akin to STALKER. But L4D is definitely not the game to try it in!
Ŧāvell
05-02-2009, 08:11 PM
Just another reason not to grab a direct impingement based weapon during the zombie apocalypse eh? ;)
I'd like to see a "realistic" zombie survival game, maybe with some RPG elements akin to STALKER. But L4D is definitely not the game to try it in!
would be interesting, maybe after the SDK is released (lawl) someone can create a realism mod with these aspects you have in mind
VaporTrail
05-04-2009, 04:33 AM
You really only have two choices for weaponry during a zombie apocalypse. Guns and Melee weapons, such as swords, axes, maces, etc.
The good thing about guns is that if you're accurate enough, one shot will put your traditional (and even L4D infected) down permanently, at a range where they're minimal or no threat to you. Downside, you have ammo problems, and eventually high volume malfunctions if you don't clean the weapon.
The good thing about melee weapons (my personal favorite for zombie whacking is a fairly light flanged mace, 2-3 lbs or so) is that you don't run out of ammo. Unless you get too tired to lift your arms, you're still able to repulse the horde. Downside: you have to be CLOSE to be effective. Not a big deal when dealing with low numbers, but a moderate group of L4D infected, or a huge group of traditionals will cause you some serious pain before you can put them down. Swords, slashing swords like sabers especially, will work to kill zombies, but the problem with them is they need to be maintained just like a fine firearm. Sure, the sword will not just up and stop working, but enough hacking through bone will leave you with a thin club (or worse, a stub), after awhile.
one of them
05-04-2009, 07:22 AM
Zombie Survival Guide by Max Brooks
I completely agree.
But what does that have to do with the new m16 animations?
Steve Cloud
05-04-2009, 07:31 AM
I was thinking that myself.
Noobkiller
05-04-2009, 04:56 PM
Is this the cocking(if anyone makes a joke I will murder you) of the m16?
I've started seeing it more since I get knocked over alot more in survival.
Its like they hold the m16 on the left and pull the little thing on the side.
Apex_
05-04-2009, 05:07 PM
The "little thing on the side" is called a Forward Assist, and it's a completely useless mechanism that should never be utilized if you know how to clear a malfunction properly. What it does is forces the bolt to close if a round won't go into the chamber completely.
http://www.icsbb.com/EDM/m4/images/spring/8.JPG
In order to cock or charge an AR/M16 platform weapon, you use the handle situated on the top rear of the receiver, right in front of your nose if you're looking down the sights. Like this, except this has an aftermarket latch:
http://www.alscustom.com/shop/images/49917.jpg
The third person/world model animation for reloading pulls the charging handle, but the first person view just slaps a new mag in.
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