Left 4 Dead 2

Left 4 Dead 2

Sturmgewehr 44 (Assault rifle/M16)
121 Comments
Постальный Aug 26, 2024 @ 11:34am 
The left hand should hold onto the magazine.
ThaTylar Aug 15, 2024 @ 5:44pm 
Ah, the STG. One of the german's "Wunderwaffes".
Manimerken Jun 12, 2024 @ 7:51pm 
pls for the ak47, much love
Tööttieläin  [author] Apr 8, 2022 @ 4:12am 
@ Vlad: The mod doesn't include custom sounds, but it is compatible with them. Workshop has lots of sound addons to choose from.
FitzAFttv Apr 8, 2022 @ 3:19am 
Tried it out, and I didn't notice that you said in the description that it doesn't include the sounds. D: I'd like to use your's as well xD
The_Seven_Foot_Monster Nov 13, 2021 @ 3:11pm 
@Tööttieläin please, I beg you, make some accurate m1928 and '28a1 variants for some weapones!!
Zraxxus Oct 14, 2020 @ 8:49pm 
AK-47?
DarthAlvarez Aug 6, 2020 @ 10:04am 
Anything to help.
Tööttieläin  [author] Aug 6, 2020 @ 6:18am 
@ DarthAlvarez: Thanks for letting me know.
DarthAlvarez Aug 5, 2020 @ 9:38pm 
Just a heads up, someone stole this exact addon and reuploaded it without permission and/or credits to the original author https://steamcommunity.com/sharedfiles/filedetails/?id=2187875198
MikelangeloArkangeloIX Dec 17, 2019 @ 9:55am 
pls for the ak
nobletea Jul 4, 2019 @ 10:00am 
ERSCHIST SIE
TripleSix May 25, 2019 @ 1:14am 
Make this for Scar pls :csgo_despair:
Black Wolf May 19, 2019 @ 1:38pm 
i'd love to have this for AK....
Tööttieläin  [author] Jan 6, 2019 @ 4:00pm 
@ 8x50mmR: Ignore them. No use in feeding a troll.
Dr_Skoda Jan 6, 2019 @ 3:46pm 
I thought finns were scandinavian/nordic?
【TW】項頂 Nov 18, 2018 @ 5:06am 
thx
Tööttieläin  [author] Nov 18, 2018 @ 4:56am 
@ 【TW】Ἀχιλλεύς: At the moment I use Battlefield 4 sound pack.
【TW】項頂 Nov 18, 2018 @ 4:37am 
what sound do you use?
Nuff Music Aug 18, 2018 @ 9:48pm 
the iron sights are a little fucked up but its still pretty cool
[Metaphysics] Respecter Feb 4, 2018 @ 5:40pm 
This skin for M16
Dr_Skoda Jan 26, 2018 @ 9:29pm 
If you ask me, the magazine looks a bit skinny than i last remember seeing one, could be the illusion that it is smaller than it actually is but, what do i know...
Manimerken Oct 8, 2017 @ 2:51am 
is the mag still skinny?
doggun Aug 28, 2017 @ 11:27am 
Ugh,it doesn't work. I'm gonna move onto a different project,or maybe change the animation set. Thanks for all the help though.
Tööttieläin  [author] Aug 28, 2017 @ 11:16am 
@ Depriv3D: If you used Arby's anims, it might be best if you base your qc to his too.
doggun Aug 28, 2017 @ 9:16am 
Nope,I'm using arby26's anims,but it seems like commenting out things causes Crowbar to say 'bad command' and such.
Tööttieläin  [author] Aug 28, 2017 @ 8:57am 
@ Depriv3D: I'd really recommend not deleting, but commenting out (//) the things you don't need. Makes returning back much easier.

Difficult bug to sort out. Btw, are you using default AK's animations?
doggun Aug 28, 2017 @ 7:47am 
After deleting attach_camera,it doesn't shift the view to the side anymore. The gun seems to be in the wrong place,since I can see it at the corner of my screen while firing. In the end,still bugged and god damn modding is hell.
Tööttieläin  [author] Aug 28, 2017 @ 7:34am 
@ Depriv3D: You're welcome. Try commenting out attachment attach_camera. (NOTE: only attach_camera, not camera.
doggun Aug 28, 2017 @ 7:22am 
Okay,well it seems more messed up. https://www.youtube.com/watch?v=Y_h4FTY6H3U&feature=youtu.be

btw,thanks for taking your time to help.
Tööttieläin  [author] Aug 28, 2017 @ 7:11am 
@ Depriv3D: All right.
doggun Aug 28, 2017 @ 7:11am 
Well shit,I guess that's my problem. I'll work on it and get back to you.
Tööttieläin  [author] Aug 28, 2017 @ 7:10am 
@ Depriv3D: No. It has to have them all and in same order. All the seqences have to exist even if they're not used.
doggun Aug 28, 2017 @ 7:09am 
Also,the gun doesn't have all the sequences like the original AK-47. That's okay,right? They still follow the order though.
doggun Aug 28, 2017 @ 7:07am 
I got it from the decompiled model.
Tööttieläin  [author] Aug 28, 2017 @ 7:07am 
@ Depriv3D: I still have the feeling that the sequence order is the issue.

I had similar problem with my first shotgun mod. I based my qc to Desert eagle qc without knowing that primary weapons have more sequences and the gun acted just like yours.

Btw, did you get the qc from decompiled model or wrote it ground up?
doggun Aug 28, 2017 @ 6:58am 
Gotcha. So the bug still remains,and I'm starting to think this doesn't make sense lol. Have you got any other ideas as to why it's like this? The gun acts like this if that helps.
Tööttieläin  [author] Aug 28, 2017 @ 6:56am 
@ Depriv3D: Yes, it should be $animation. It's used in the idle sequence always when the player is moving in the game.
doggun Aug 28, 2017 @ 6:52am 
I put loop at the end,and the run animation is also looped. Though,should it be at the $animation like this:

$animation "ta_trans_run" "v_rifle_ak47_anims\ta_trans_run.smd" {
fps 38
loop
}

Or should there be a $sequence for it?
Tööttieläin  [author] Aug 28, 2017 @ 6:46am 
@ Depriv3D: You've added the line "fps 12". I'd put the loop after it (as last)

$sequence "idle" {
"ta_trans_run"
"ta_trans_idle"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
fps 12
loop
}

so something like this. You could also check that run animation is also looped
doggun Aug 28, 2017 @ 6:36am 
$sequence "idle" {
"ta_trans_run"
"ta_trans_idle"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
loop
fps 12
}

let me check on the sequence order. if it turns out to be in the wrong order,i'm such a fool.
Tööttieläin  [author] Aug 28, 2017 @ 6:34am 
@ Depriv3D: That's symptoms of wrong sequence order. Looping doesn't affect the sequence order. You didn't add anything else, did you? And can you paste the idle from qc as it's now (with "loop").
doggun Aug 28, 2017 @ 6:29am 
It's back to playing the draw animaton over and over again while idle,and playing the reload animation while firing.
Tööttieläin  [author] Aug 28, 2017 @ 5:04am 
@ Depriv3D: What does the bug actually do? play wrong animations? something else?
doggun Aug 28, 2017 @ 4:55am 
That seems to work,however the multiplayer animation bug is back. Strange stuff.
Tööttieläin  [author] Aug 28, 2017 @ 4:36am 
@ Depriv3D: Just add "loop" under "fadeout 0.2" and recompile the model.
Tööttieläin  [author] Aug 28, 2017 @ 4:35am 
@ Depriv3D: You're missing command "loop" from the idle. That might cause the jittering, because the game does some cleaning between frames, which it now skips, because the sequence isn't set to loop.
doggun Aug 27, 2017 @ 6:11pm 
$sequence "idle" {
"ta_trans_run"
"idle_delta"
"ta_trans_run"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 3
fadein 0.2
fadeout 0.2
}
Tööttieläin  [author] Aug 27, 2017 @ 5:37pm 
@ Depriv3D: Can you copy paste the idle sequences from qc here? Not entirely sure what might cause that.
doggun Aug 27, 2017 @ 5:28pm 
Hey,Toottielain,if you read this again I have a small bug with the animations again. I can't exactly explain it,so I'll post a youtube link right here. https://www.youtube.com/watch?v=cF_63wbrKCU&feature=youtu.be