Cyclers And Models

Electric_GerbilElectric_Gerbil Join Date: 2002-11-07 Member: 7605Members
<div class="IPBDescription">Could very possibly be a stupid question</div> I've never used cyclers to display models before (having only done mapping for a mod with an env_model entity), so I don't rightly know if this is a stupid question or not:

Is there any way I can define which of the model's animations is to be played in-game, or am I limited to the first animation that the model has?

Also, (vaguely related) is there any way I can define which of the model's bodies/skins is displayed?

Cheers.

-EG

[Edit: added second question]

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    The animation changes when the cycler a) is 'used' (someone presses +use on it) or b) when it is damaged. People are hoping that the NS devs include a client-side env_model in the future, which would really help.
  • Electric_GerbilElectric_Gerbil Join Date: 2002-11-07 Member: 7605Members
    Ah, great. Thanks for that.
    Fast response, too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--QuoteBegin-brute_force+Sep 6 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 6 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The animation changes when the cycler a) is 'used' (someone presses +use on it) or b) when it is damaged. People are hoping that the NS devs include a client-side env_model in the future, which would really help.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    actually that information is wrong.
    When you press use on a cycler the animation stops, using it again, resumes the animation.
    And shooting a cycler does nothing to the animation at all.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-[Sorcerer]+Sep 6 2004, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer] @ Sep 6 2004, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Sep 6 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Sep 6 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The animation changes when the cycler a) is 'used' (someone presses +use on it) or b) when it is damaged. People are hoping that the NS devs include a client-side env_model in the future, which would really help.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    actually that information is wrong.
    When you press use on a cycler the animation stops, using it again, resumes the animation.
    And shooting a cycler does nothing to the animation at all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hm, you sure about that? Cause I know I've heard that damaging it changes the animation...
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    yep I'm sure about that.

    I've tested it recently on a listenserver and on a dedicated. Both resulted in the same.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The animation switch thingy seems to be disabled in NS. Works fine in Half-Life DM.
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