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  • Unique Player Motion

    I can't remember the exact date, but it was when Quake 1 was new, and servers where all over the place:

    I remember seeing on several servers... player models doing the worm while running... It seemed almost as if the players could make this happen on command. I guess you could say it was the "death animation" that was being executed.

    At the time, I figured that it was bad data from my quake client or some special server setting allowing players to do this.

    Has anyone witnessed such movement?



  • #2
    I remember watching a player triggering the death animations while they were walking (not dying). Is this what you're talking about? Not sure how they did it though.

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    • #3
      hehe I've actually had that happen on my Quake server.

      It's an old bug with the player's animation... i forget what triggers it (walkframe leak I think), but once it happens, the player will go through all of the animations for the model while running. Looks really funny
      Clan Brotherhood of the Axe

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      • #4
        its a bug in the quakeC axe animation. There's 1 less frame in the actual model.
        This is also called 'wigging', and still exists in crmod
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #5
          I used to play with someone "forget the name" and he could do it regularly. Is this possible to bind the command? that would be cool.

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          • #6
            ;p

            i know the glitch.. i can do it.. i have to have chase_active 1 on.. so i can see my self doing it.. otherwise u dont really know if ur doing it.. just ur opponents can c it.

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            • #7
              you can do it at the end of a map on fvf

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              • #8
                The mighty peg can do it if you ask him nicely
                Mr.Burns
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                • #9
                  U can do it on any map u want , just not on a runequake server .
                  To do it , select axe hit attack and while the axe is in motion quickly hit forward and hold that key don't release it otherwise it stops the funky animation .
                  U can now change gun jump around , shoot and chat while doing the funky animation but hold down the forward key

                  have fun.
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                  • #10
                    There is a forward button?

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                    • #11
                      Originally posted by chris View Post
                      i know the glitch.. i can do it.. i have to have chase_active 1 on.. so i can see my self doing it.. otherwise u dont really know if ur doing it.. just ur opponents can c it.
                      Rofl. I remember that shit.

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                      • #12
                        Mindz showed me this glitch a few years back, its pretty easy to do, totally useless but 100% entertaining.
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                        • #13
                          Originally posted by f-7 View Post
                          There is a forward button?
                          The key that u use to walk forward ofcourse
                          My servers for the gamers:
                          bigfoot.servequake.com / damage.servequake.com

                          port 26000 EuroQuake
                          port 26001 EuroQuake Coop


                          newyork.quakeone.com
                          Offline ATM
                          fvf.servequake.com
                          flanders.servegame.org / flanders.servequake.com
                          Offline ATM
                          newdm.servequake.com
                          port 26010

                          http://bigfoot.servequake.com (EuroQuake)
                          sigpic

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                          • #14


                            Did I just create a monster?

                            The Funky Worm is gonna be the next thing we will never see the end of.

                            Who is gonna write the script for this?!

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                            • #15
                              here's the bug
                              Code:
                              void()	player_run =[	$rockrun1,	player_run	]
                              {
                              	self.weaponframe=0;
                              	if (!self.velocity_x && !self.velocity_y)
                              	{
                              		self.walkframe=0;
                              		player_stand1();
                              		return;
                              	}
                              
                              	if (self.weapon == IT_AXE)
                              	{
                              		if (self.walkframe == 6)
                              			self.walkframe = 0;
                              		self.frame = $axrun1 + self.walkframe;
                              	}
                              	else
                              	{
                              		if (self.walkframe == 6)
                              			self.walkframe = 0;
                              		self.frame = self.frame + self.walkframe;
                              	}
                              	self.walkframe = self.walkframe + 1;
                              };
                              The problem is with the animation.
                              Holding a gun standing has 6 frames, running with the gun has 6 frames, running with an axe has 6 frames.
                              But, standing with an axe has 12 frames.
                              Code:
                              if (self.weapon == IT_AXE)
                              	{
                              		if (self.walkframe >= 12)
                              			self.walkframe = 0;
                              		self.frame = $axstnd1 + self.walkframe;
                              	}
                              After you've stood > 6 frames then walk with axe you should trigger this.
                              Code:
                              	if (self.velocity_x || self.velocity_y)
                              	{
                              		self.walkframe=0;
                              		player_run();
                              		return;
                              	}
                              when you move after 6 frames it calls player_run, but player run only checks if the animation frame EQUALS 6 exactly, but your into frame 7 or 8 in the axe stand. so when run is called its going further down the animation list beyond just running..
                              here's the fix
                              Code:
                              	if (self.weapon == IT_AXE)
                              	{
                              		if (self.walkframe >= 6)
                              			self.walkframe = 0;
                              		self.frame = $axrun1 + self.walkframe;
                              	}
                              	else
                              	{
                              		if (self.walkframe >= 6)
                              			self.walkframe = 0;
                              		self.frame = self.frame + self.walkframe;
                              	}
                              Last edited by R00k; 04-21-2010, 09:34 PM.
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