...and 2 muzzle flashes... and... dual ejecting spent casings... its not just the poly count and animations.. its just stupid to look at <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Dual smg's for hmg might not be bad, but I still dont like it cause the ns code dosent allow for brass link ejection to be added into the code <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2005
<!--QuoteBegin-KCE+Apr 8 2005, 01:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KCE @ Apr 8 2005, 01:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could anyone make a dual version of the default pistols? And also dual shotguns? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Dual shotguns, how would that work o.O
<!--QuoteBegin-KCE+Apr 8 2005, 10:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KCE @ Apr 8 2005, 10:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remeber seeing a way to fix this...but forgot the link. Has something to do with events I believe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is DrFuzzy we're talking about here. There ain't no way to fix it with events, otherwise he would know about it. The NS code removed those abilitys and stuff. Dual Muzzleflash may work with event 7000 now though.
<!--QuoteBegin-Drfuzzy+Apr 7 2005, 06:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ Apr 7 2005, 06:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dual smg's for hmg might not be bad, but I still dont like it cause the ns code dosent allow for brass link ejection to be added into the code <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> what if the spent casing was part of the model and played as part of the fire animation? and the duel muzzle flashs could be done with a textured plane infront of the model
Use 2 attachments, and you're all set (if you use the same muzzle flashes for everything, but I think no default weapon calls the mf3.spr, so perhaps use this. Otherwise just modify all .qc's.
And having the ejected brass as a part of the model/anim would, again, lead to a strange overall look because if would always look the same, compared to the random event effect that was removed for NS.
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I think Dual Pistols is what he's after (after all that is the topic), for a plugin in the making that allows players to pick up a dead man's pistol, granting him 2. Like the duelies in CS.
You wouldnt be able to make them fire alternatively unless its the hmg your replacing, due to coding. Because all weapons like lmg and pistol have 1 fire animation whereas the hmg alternatively uses the top and bottom fire animations. But then again having rapid fire pistols with about 70 bullets in each would look insanely weird. And having rapid fire shotguns with a small fire cone would look even weirder. The only thing that would look semi good would be dual alternate firing hmgs.
It's meant as a fun thing for MvM, to give it more kick <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> , unless someone really wants to run it normally...
Originally I planned to have only pistols dualized, but then I thought, why not have all the weapons dualized?
I, myself, do know how to model but not enough to do this unfortunately, else I would've done it myself. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
With damage and clip size and all those other things, they can be taken care of in the plugin (synching the sound might be a little tricky <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ). I'll probably give some sort of disadvantage if you have duals. All that's needed is the respective model that features two of 'em that fire and reload at the same time.
GG Okay now this is really confusing. In reality, it would take him twice as long to reload. Not sure on how this should work. With reload animation, he'll probably just bring em down then back up.
LMG It'll look slightly off because of the thing that sticks out but it's okay. With reload animation, he'll probably just bring em down then back up like the dual mp5s
HMG Not sure on how to do the reload animation, it'll probably be something like the pistols or he brings em down then back up.
SHOTGUN With the shotguns, check out the model, m3_duals, below in the model folder in the zip. <a href='http://www.kingpinservers.com/images/gunshop.zip' target='_blank'>DUAL SHOTGUNS</a> Interesting how they reload...he uses the guns to reload each other... With the shotguns, you could make it reload terminator style, where he swings it around, except he would be swinging two guns around at the same time.
PISTOL However with the pistol, every time you press the mouse button once, it'll fire two shots at the same time, one from each gun. With the reload animation, it'll be like the dual berettas.
For now, I'll just have to overlook the brass ejection problem, even though it'll look weird.
Comments
but these days i think its easily possible but it takes alot of work it would need reanimations
Dual shotguns, how would that work o.O
This is DrFuzzy we're talking about here. There ain't no way to fix it with events, otherwise he would know about it. The NS code removed those abilitys and stuff. Dual Muzzleflash may work with event 7000 now though.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I think KCE means two shotguns with 4 rounds each, and you alternate firing them (recoil would be kinda painful, ne?)
what if the spent casing was part of the model and played as part of the fire animation?
and the duel muzzle flashs could be done with a textured plane infront of the model
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=89660' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=89660</a>
Use 2 attachments, and you're all set (if you use the same muzzle flashes for everything, but I think no default weapon calls the mf3.spr, so perhaps use this. Otherwise just modify all .qc's.
And having the ejected brass as a part of the model/anim would, again, lead to a strange overall look because if would always look the same, compared to the random event effect that was removed for NS.
Originally I planned to have only pistols dualized, but then I thought, why not have all the weapons dualized?
I, myself, do know how to model but not enough to do this unfortunately, else I would've done it myself. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
With damage and clip size and all those other things, they can be taken care of in the plugin (synching the sound might be a little tricky <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ). I'll probably give some sort of disadvantage if you have duals. All that's needed is the respective model that features two of 'em that fire and reload at the same time.
GG
Okay now this is really confusing. In reality, it would take him twice as long to reload. Not sure on how this should work. With reload animation, he'll probably just bring em down then back up.
LMG
It'll look slightly off because of the thing that sticks out but it's okay. With reload animation, he'll probably just bring em down then back up like the dual mp5s
HMG
Not sure on how to do the reload animation, it'll probably be something like the pistols or he brings em down then back up.
SHOTGUN
With the shotguns, check out the model, m3_duals, below in the model folder in the zip.
<a href='http://www.kingpinservers.com/images/gunshop.zip' target='_blank'>DUAL SHOTGUNS</a>
Interesting how they reload...he uses the guns to reload each other...
With the shotguns, you could make it reload terminator style, where he swings it around, except he would be swinging two guns around at the same time.
PISTOL
However with the pistol, every time you press the mouse button once, it'll fire two shots at the same time, one from each gun. With the reload animation, it'll be like the dual berettas.
For now, I'll just have to overlook the brass ejection problem, even though it'll look weird.