Insurgency

Insurgency

29 ratings
Fixing Workshop Items - June 3rd, 2015 Patch
By MrBrightside and 1 collaborators
Mod Authors

Due to our June 3rd patch, some weapon mods in the workshop will no longer work without a re compile. I have made this guide to help you compile your weapons, and also add in anything extra that we too have added to ours.

If you need any help at all, I will be available on steam or by email to answer any questions and provide any help necessary to fix your workshop mods.

bturtell@newworldinteractive.com
   
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New Models Compiled On Existing Animations
There’s 2 ways to fix your weapon if you have used this method;

  • If you have used My Tutorial[http//%E2%80%9Dhttp] on how to compile new weapons in, you only need to extract the new mdl files from the games vpk, rename those to whatever you named the previous model files in your custom folder with the extension “_anims” and recompile. Just make sure it looks like Step 7 in the tutorial once you are done.

    You will also need to add a new bone to your reference file named "A_Muzzle_Ironsight", this attachment is required to help with our free-aim system (Be sure you link it to your weapons main bone). This bone can go anywhere in your reference scene, the animations in the mdl file will align it correctly.

  • If you have somehow compiled new weapon models using decompiled smd files, you only need to extract the new mdl files from the vpk, decompile it to get the new smds and make the necessary adjustments to your compile qc file. If you do this I would suggest you look at the qc file you get from the decompile process and add in any extra sequences that you are missing.

    If you are not using the newly decompiled reference file, please be sure to follow that second step in the above paragraph.

If there is another way you have gotten custom models to work that we are not aware of and have not explained above, please let our developers know or let us know on the steam forums in the workshop section.
Weapons Using Custom Animations (not the games animations)
This is a lot easier to fix, as you only need to add a few extra sequences into your qc file and maybe some extra animations as well. These new animations will not be complex in any way, they are very simple and easy to create.

Most weapons will only require 2 extra optic animation deltas;

  • delta_aimp2x
This delta will make it so the positioning of the 2x aimpoint optic can be unique. Before the normal aimpoint optic was sharing this optics delta, but to help with modders they’re now both using their own.

Make sure this delta goes below the normal "delta_aimp"

  • delta_scope
This delta will be used for sniper scopes, this is so any modder that wants to use a sniper scope on your weapon mod in their server, they can.

Make sure this delta goes at the bottom of all the other deltas (under delta_po)

  • $attachment "muzzle_ads" "A_Muzzle_Ironsight" 0 0 0 rotate 0 0 0
You will also need to add a new attachment line, as well as a new bone for this attachment to your Qc and weapons reference file. The bone can go anywhere in the reference, but you will also need to add it to your weapons sight delta animations. When you do it is important that this bone stays at 0 on both the X and Z axis, rotations must stay at 0 as well and be sure that it's above the end of your weapons muzzle. This bone helps with the free aim system and also helps in aligning the red dot for lasers.


Some weapons have had extra animations removed or created, If you have added both the new deltas and your model is still broken this is probably the cause. There are 2 ways you can check this;

  • Open up the model viewer in Insurgency's /bin folder, load in the model of the weapon you're replacing and check to see that all of the sequences that weapon is using are also what your new weapon is using.

  • Decompile the the model you are replacing, check the smds and check the decompiled Qc file. It wont be the cleanest Qc script but every sequence/animation will be in the correct order and place. Be sure to compare it to the one you have created for your custom weapon and be sure to add in any extra code where necessary.
New Player Models
The same method should have been used to create new player models as you do for custom weapon models. There have been a lot of changes made to the characters animations and will continue to change in the future so unfortunately I cannot list those changes because there's no way to tell if it will be different down the road.

Again, if you need help with this contact myself or Mikee.
5 Comments
Rock 5 Sep, 2015 @ 11:50am 
Read the guide.
madhatter841 5 Sep, 2015 @ 8:28am 
What do I need to do..my m16 just randomomly goes through all its animations and is basically unusable.
Sakura_Sayaka 12 Jun, 2015 @ 1:36am 
Nice solution, thanks!
Reed 11 Jun, 2015 @ 9:49pm 
interesting
Engineer gaming 11 Jun, 2015 @ 8:15am 
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