Left 4 Dead 2

Left 4 Dead 2

M16 Overhaul (Globally Offensive)
42 Comments
CTriggerHurt  [author] 17 Jun, 2021 @ 3:40am 
Yes, I'm aware. It's been outdated for about half a year. Actually, the mod is outdated too: This is the original version of the Globally Offensive M16, not v2.
Jsen 16 Jun, 2021 @ 9:42pm 
Video is outdated.
Scoot 10 Feb, 2020 @ 6:57am 
yo my rifle said the N word what the fuck
Denny凯妈 16 Jun, 2018 @ 7:24am 
It would be great if you could make the view bigger.
J3maz (Not FI YT) 4 Jan, 2018 @ 1:58pm 
i didn't know you were a workshopmaker and that mod is pretty sick ( that means i really like it ) keep up the good work
pizza 22 Dec, 2017 @ 3:13pm 
Ah, let me test it out again. Might've just been a temporary problem.
CTriggerHurt  [author] 19 Dec, 2017 @ 2:22pm 
I can't seem to replicate the grab animation bug you're experiencing. How long did you have to wait for the bug to occur?
CTriggerHurt  [author] 19 Dec, 2017 @ 2:13pm 
@nope
That's odd. The animation doesn't simply cease to exist, it's merely blank. My testing both online and offline showed no such problem, but I guess I'll have to take a look and see what's up.
@Dr Wyatt
You need to subscribe to the Overhaul Shared Content , which contains the texture file for the flashlight among other things.
pizza 18 Dec, 2017 @ 10:13pm 
One second, sorry to bother you about the grab animations again, can you make it so it plays the idle animation at least, so it doesn't just freeze up whenever you look at an item too long? Minor gripe I know but hopefully it can be addressed.
Wyatt Hero of Time 14 Dec, 2017 @ 7:49pm 
why do i keep getting purple textures on the flashlight?

Asura 15 Oct, 2017 @ 12:03pm 
oh also, if its possible, think u could get this m16 model https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=804913663&searchtext=m16 on the animations u made for this? it be nice to have a good looking gun with better animations.
Asura 3 Oct, 2017 @ 6:59pm 
Eh, ur call, oh btw, if u could get arbys g36c reanimated like u did this, that's be awsome, seeing the only animation is arbys for the g36 I'd hope a decent animator like ye could make a much better set of anime for it
CTriggerHurt  [author] 3 Oct, 2017 @ 6:49pm 
No, I can't. If I don't speed it up, then the animation will snap very noticeably at the end if you continue to fire (which is something you do a lot of with this gun in particular), and I prefer not to do that.
Asura 3 Oct, 2017 @ 5:27pm 
well u could do that without making it fasterjust make that last part where they pull the ting quick.
CTriggerHurt  [author] 3 Oct, 2017 @ 4:25pm 
I wish. Either technically work for this gun, but the problem is that there simply isn't enough time in the reload animation to pull that off smoothly. It already looks kinda sped up as it stands, trying to do that will just make it worse.
Asura 3 Oct, 2017 @ 2:20pm 
think u could make it so they pull the ting on the back of the handle *i have no clue what its called anymore* rather then just hitting the gun to rechamber a bullet?
Eery Jan 16 Sep, 2017 @ 5:22pm 
@Frookey
@trigger_hurt

Bloody kill me now nothing could ever get better then a mod maker who loves consistency and plans to CONSISTENCY the entire game...!

Complete
LEGEND IN THE MAKING HERE.
CTriggerHurt  [author] 2 Sep, 2017 @ 4:15pm 
I appreciate you showing me this. I agree with you on that, it does still fit the game quite well. If it has mesh on the inside, then I'm pretty much sold on it. I do have some animations for the M60 already rigged and functioning, so hopefully setting this one up won't be difficult.
frookey 2 Sep, 2017 @ 4:06pm 
@mp.trigger_hurt
I'm looking forward to 'em. Also, as a suggestion, I found a model that you may be able to use in place of the m60. It looks better than the default (in my opinion) while still fitting in with the rest of the weapons. http://www.gamemaps.com/details/8351
CTriggerHurt  [author] 2 Sep, 2017 @ 3:49pm 
@Roy's Our Boy
I'm not sure why it would be invisible, other than a conflict with another addon. Worst case, verify your game cache .
CTriggerHurt  [author] 2 Sep, 2017 @ 3:48pm 
@Frookey
EVERY weapon. Infected arms, special tiers, melees, items, and any other standard weapon.
Mostima 2 Sep, 2017 @ 3:33pm 
it's invisible for some reason? and i have everything needed installed
frookey 2 Sep, 2017 @ 3:26pm 
I'm really loving the overhauls so far. Do you plan on doing the special-tier weapons as well?
CTriggerHurt  [author] 19 Aug, 2017 @ 3:04pm 
At the very least, if the trigger time was instant, or near-instant, then it could serve as a good visual indicator, and I would have bothered to animate it. It would also help if you weren't allowed to shoot while it played, so that you couldn't just instantly interrupt it.

Technically, the events still fire on secondary weapons to actually play the animations, they were just never animated... Except they were in Left 4 Dead 1. Offline, you can add them back in, and they will work. In the SDK, they're commented out in the compiling scripts for the pistol. Online, they'll break, due to how Source handles client-server sequence synchronization.

As part of the overhauling process, I try to remove useless features. On the Hunting Rifle, for example, there are a lot of unused animations that may occasionally play due to a bug, but otherwise do not ever get played, because they were left over from Left 4 Dead 1.
pizza 19 Aug, 2017 @ 8:31am 
Hm, I see what you are saying. I guess it's the closest thing to a use animation in L4D2 (I think it's also supposed to provide a visual cue as to whether you should get an item or not, I don't think it shows up on weapon "downgrades", tier 2 to tier 1 for example). The main thing is consistency, since I like staying as vanilla as possible, it just doesn't fit when some primary weapons have it and some don't. Also, it takes a while to trigger, so it has never really become bothering to me. If only Valve didn't include it in the game, it just kind of makes a lot of models have conflicts since their authors think the grab animation is pointless.

I respect your point of view, though. In the scheme of things it's not really a good design decision, and inconsistently implemented because even in Vanilla, it's missing in secondary weapons.
CTriggerHurt  [author] 19 Aug, 2017 @ 7:00am 
No. I've intentionally removed grab and helping hand animations because both of them look really dumb, but more to the point, don't have third person versions. None of my overhaul animations starting with the AK-47 will have either.

I also just don't like their execution. They don't make sense. Tell me, why would one sit there staring at an item with their hand extended, when they can simply look at the item, and then grab it when they make up their mind?
pizza 18 Aug, 2017 @ 11:24pm 
Does this include a grab animation?
LunaticRabbitFan2005 8 Jul, 2017 @ 6:55pm 
gud
CTriggerHurt  [author] 8 Jul, 2017 @ 5:50pm 
@Paul [1stLE][clanskrub]
I intend to overhaul every weapon, sniper rifles included.
Ghost 8 Jul, 2017 @ 4:47pm 
Chief make this one for cs mp5 please, this is standard clone blaster carbine for the close combat
DC-15S
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=926342673&searchtext=dc-15
LunaticRabbitFan2005 6 Jul, 2017 @ 11:42pm 
are you gonna make an military sniper/G3 overhaul?
CTriggerHurt  [author] 5 Jul, 2017 @ 12:38pm 
@Puppy Bitch
They're separate because the default M16 overhaul's textures are also separate. The compiling script I created for these overhauls separates the individual file types into different addons, in the event someone wants to use a custom skin or something for the model. It's mostly for the default weapons, but for consistency, I figured I wouldn't bother messing with my script for just this one addon.
Puppy B 5 Jul, 2017 @ 11:22am 
Why are the textures in a separate addon, by the way?
Puppy B 5 Jul, 2017 @ 11:21am 
This is pretty fucking good looking.
CTriggerHurt  [author] 4 Jul, 2017 @ 8:55pm 
I've already considered making the reloads/deploys significantly longer than they are by default, and have decided against doing so, as it would break the style the game was designed in, and be weird to adjust to for any Left 4 Dead veteran who's used to Source's typical style of waiting for the whole reload to finish before being able to fire the weapon.
CTriggerHurt  [author] 4 Jul, 2017 @ 8:51pm 
However, my point here is that the animation will either extend too long beyond the normal limit, thus causing the weapon to snap if holding down the fire button, or it will be played unnaturally fast, and generally look bad. It's already fast-paced due to the rather short reload, making it faster would just look bad.

Look at the default AK-47 animations, for example, if you want some reference for an animation that's sped up too much. Its reload animation (by default) is 100 frames long, but it's played at a nonstandard framerate of 42 frames per second, likely for balance reasons. As a direct result of the framerate increase from the standard 30 it was clearly animated at, the weapon's reload appears unnaturally fast. Try using HLMV to slow down the reload to about 30 frames per second, and what I'm talking about should become obvious.
Asura 4 Jul, 2017 @ 4:13pm 
Just make the reload time and animation 3 seconds long, I mean lots of other mods do so might as well, as long as it's not like the pkg mods out there were it takes like 6 seconds to reload
CTriggerHurt  [author] 4 Jul, 2017 @ 12:20pm 
They usually don't do it because it takes longer, and unfortunately, the M16's animation is extremely short (almost the shortest reload in the game, actually), being only 2.2 seconds long (seconded only to the pistol reload, which is 1.6 seconds). Sure, it would look cooler, but then either the animation would end too late, or the animation would play too fast and look bad.
Asura 4 Jul, 2017 @ 10:33am 
think u could make it so u use the bolting part rather then u just whacking the side of the gun to arm it (i know both ways are correct for arming the gun, but no other reanimations/overhauls really do that for the m16
elon ma 2 Jul, 2017 @ 3:53pm 
i understand, can't wait till the full pack!
CTriggerHurt  [author] 2 Jul, 2017 @ 3:36pm 
Of course I will. I have many of these ready-to-animate, and some are even pretty close to completion. I try to take my time with them so that they look acceptable before release, which is one of two main reasons why I don't release these often (the other being general life stuff that gets in the way)
elon ma 2 Jul, 2017 @ 11:02am 
are you going to make more of these? please do