Quote: "don't know, those animation frames make the gun bobble around, in a jerky motion. At 60 fps, and running with SHIFT, it just looks terrible. I'll just leave the original animation intact. Thanks though."
heheh... i'm runnig at 15 fps (i'm using a 7200 gs pentium 4 3.20 Ghz)
it looks perfect at 15 fps

and you can't use these animation frames for the rum, you see, there are already one thing you could've learned in the thread, a command called "run = x,y" that command execute another animation when the shift key is pressed when the player is moving, so:
move = 150,156
run = 51,65
this way, when the player is walking normally, it uses the new animation frame, and when he starts running, the fpsc execute the standart animation frame, and you can also use this command (also present in the gunspecs from my thread)
disablerunandshoot = 1
this command disable the abillity to shot while running, to avoid weird transactions between the run animation and the fire animation.
so the final result is :
move = 150,156
run = 51,65
disablerunandshoot = 1
Quote: "I did look at the thread, but all I saw were the .gunspecs you made for the stock weapons. What should I be looking for ?"
for how the frames where manipulated (and i know it is good because
i had a 8500 gt at the time i've made them

)and also look for how certaint commands are used, some patters, like : aways use 100 percent of return at recoils, make things easier to the player that has a bad cpu, gpu, ram.
i just sent the animation to my cousin (that has a descent computer) and he told me... well i can't say in this forum what he told me, i can't swear, but he basically said that my frame animations suck

, well... too bad.
mods for creating a inteligent game,at least