A Few Questions
Jesus_Horsewood
Join Date: 2004-01-05 Member: 25078Members
I know I'm a newbie here, I lurk around quite a few mod forums, but don't often post, but I am trying to mod/custom NS with a few friends, they are the programming types, I'm just the humble artist, and would be greatful if a few of you sagely types could iron out a few things:)
I have a great tutorial on how to model/map/skin HL , but does NS support the extra jaw bone?
I'm assuming the skels are the same also.
Would it be possible to have two pistols or is it restricted like I belive Haflife is to pistol or rilfe types due to the built in anims?
Thanks in advance
JH
(Have tried to search for the answers but to no avail, polly using the wrong terms <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
I have a great tutorial on how to model/map/skin HL , but does NS support the extra jaw bone?
I'm assuming the skels are the same also.
Would it be possible to have two pistols or is it restricted like I belive Haflife is to pistol or rilfe types due to the built in anims?
Thanks in advance
JH
(Have tried to search for the answers but to no avail, polly using the wrong terms <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
Comments
Jaw Bone - yes NS/HL does
Pistol wize will have to see if my programmer mates are up to the challenge <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I personally wouldn't have a clue <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cheers
JH
Dual pistols might be trickier than other mods because of the differences between the LA and HA skeletons, but I've never tried it so it could just work as normal for all I know.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->FIRE
call "fire" animation
FIRE = FIRE2
FIRE2
call "fire2" animation
FIRE2 = FIRE<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Basically, the code calls alternately for fire1 (fire right pistol) and fire2 (fire left pistol). NS doesn't include any code that makes that distinction, so dual pistols can't work.
However, if you look at the HMG animation, it *does* include two different firing animations: shoot_top and shoot_bottom. Theoretically, you could make an HMG model that was two weapons - two uzi-like guns, perhaps.
Though coil is right, you would just about need more then one shoot animation. At least for it to look good.
:EDIT: <a href='http://articles.thewavelength.net/index.php?site=article&id=170' target='_blank'>http://articles.thewavelength.net/index.ph...=article&id=170</a>
Search for "random", it explains it with a multiplier who states the cahnce of it being played. So IMHO 2 fire anims are possible...
sort of yes. it doesnt matter names *name it HAHAH for all it cares* sequence is what matters like you say, i'm not sure adding a $sequence line at the end would work though, just open the normal shotty and then find out what the anim listing is, then add them as such in the qc file <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->