Left 4 Dead 2

Left 4 Dead 2

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Infected Recruit (Halo 4)
   
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8.758 MB
Oct 27, 2014 @ 2:08pm
Nov 22, 2014 @ 10:44am
2 Change Notes ( view )

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Infected Recruit (Halo 4)

Description
The Infected Recruit replaces the CHARGER.
When your superior Officer tells you not to touch the creepy little moving ballon, it is in your best intrest to listen. Well as you can see this poor Spartan IV Recruit did not listen. Learn from his mistakes, and kill anything that looks like it may harm you.
110 Comments
Equilibrium Apr 6, 2023 @ 4:00pm 
Perfect :steamthumbsup:
Bedul Avalan Apr 8, 2022 @ 1:05pm 
hello, can i use your model for my prop addons and publish it to workshop?
i will credit you
SunStream117 Jan 7, 2022 @ 7:53pm 
that is so fucking creepy
ho hola? soy sigma vanilla Oct 21, 2021 @ 7:39pm 
n word
SarahTheWolf Feb 16, 2021 @ 3:15am 
@YOSEMBERDY thank the last stand team for that
YOSEMBERDY Mar 24, 2020 @ 5:08pm 
none of these work anymore :(
Di!! May 3, 2019 @ 2:52pm 
Did you know that these are actually simulations to prepare spartans?, if a partan gets infected they would have to nuke the planet it is in.
Beef Aug 24, 2017 @ 3:37am 
Doesnt work :steamfacepalm:
BabyLuigiOnFire Aug 8, 2017 @ 9:48pm 
$Sequence "idle_layer" {
"v_charger_arms_anims\idle.smd"
activity "ACT_VM_IDLE_LAYER" 1
delta
fadein 0.2
fadeout 0.2
fps 30
// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation or $sequence and which frame were used, so Crowbar uses the name of the first $sequence. Change as needed.
subtract "idle" 0
}

Basically, the line "idle_layer.smd" is changed to "idle.smd". You have to remove the "_layer" suffix in all commands that have .smd in them. This includes "deploy_layer.smd" and the "melee_layer.smd", "melee_layer02.smd" and "melee_layer03.smd", which should be changed to "deploy.smd", "melee.smd", "melee02.smd", and "melee03.smd",
BabyLuigiOnFire Aug 8, 2017 @ 9:48pm 
Hey, there have been reports of animation bugs of your first person arms in Versus play. I know a possible fix for the animation bug:

In the .qc file for your Charger arms file, these are the following lines

$Sequence "idle_layer" {
"v_charger_arms_anims\idle_layer.smd"
activity "ACT_VM_IDLE_LAYER" 1
delta
fadein 0.2
fadeout 0.2
fps 30
// This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation or $sequence and which frame were used, so Crowbar uses the name of the first $sequence. Change as needed.
subtract "idle" 0
}

Which should be changed to this: