[req] Intigrated Weapons
digz
be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">just ideas</div> I was looking at the model of the HA, and thought to myself "why isn't there a gun that is integrated into the armor?" Instead of the typical trigger/grip, why not have an HMG integrated into the arm (you dont see the hand, just an "arm gun"), with the other hand supporting/clicking/high fiving... for switching to a knife or pistol, you could have those integrated as well (arm gun just changes... knife pops out, or pistol replaces HMG).
Dunno, just thoughts.
Dunno, just thoughts.
Comments
This is where the problem came in with the MALICE and mech ideas. If you get "rid" of the p and w, you wont see anything on the light marine except him pointing his hand looking rather dumb.
Plus this isint a good idea cause if you have a "all in one" hand for the HA, the ha would be carrying all the guns, making it kinda seem dumb.
Case in point: Decompile a marine, then the LMG. Place the LMG inside the marine, make sure the scale is the same as in-game. You're gonna end up with a ****-off marine with a magazine sticking through his chest. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
new gun models?
How would reloads be done?
The "hide inside player thing" is needed because we got a LA and a HA model, and doing it via the p_model for one of them would most certainly mess it up for the other one. That's what we were talking about o.0
here's how you do it.
step 1. make your heavy armor guy
step 2. put the desired p_ view models you want UNDERNEATH the heavy. below ground level. way below. why below? because if you put them insdie, you get clipping. if you put them not below, you'll see them when they go up a ladder.
step 3. the various guns are assigned to bones. the animations have weapon-specific names. hmg_look or whatever will pull the bone designated to the hmg model you want straight up where the arm is in one frame. bam! it's there.
step 4. set the animations with the given boned gun and you're set.
only problem: polycount. high detail p models done this way are out of the question.
i win
That may work in some cases, but not in areas like Viaduct, The Pit, and far too many others.
We've already tread over this before and to my knowledge there hasn't been an answer yet. (I have a concept, but none of my ideas have yet been realized) IIRC, Daphisto pretty much figured out a way around it, but he hasn't been on the forums since forever.
Or use a null texture?
or this
or that/
I don't get it... hell, why not just REMOVE it all together?
Make a separate p_model for LA/JP and HA?