[req] Intigrated Weapons

digzdigz 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.

Comments

  • RhodriRhodri Join Date: 2003-06-21 Member: 17575Members
    yeah this is a pretty sweet idea, but could be quite complicated. i think that the left hand would need to be used for pistol, knife, grenade, welder etc with just the primary weapon build into the ha
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited April 2004
    this might be very hard....
  • Badly_bROWNEDBadly_bROWNED Join Date: 2004-03-15 Member: 27358Members
    So what would happen to the p models when theres a heavy around? Can u make em disspear or somthing?
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-Badly bROWNED+Apr 5 2004, 04:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Badly bROWNED @ Apr 5 2004, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So what would happen to the p models when theres a heavy around? Can u make em disspear or somthing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    That's why you ahve to change the <i>player model</i> , not the p_model of the gun. Everything u can do with a p_model can be done with the player model, and even more. Just hide all guns inside the body of the player model and "pull them out" in the animation accoring to the model.
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Problem with that is clipping. Unless the marine is standing ram-rod straight, you're gonna see the gun.

    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-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    How about... erm....


    new gun models?


    How would reloads be done?
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    lol, Hide a gun inside the player model? No guys, you either make the p_weapon model always be attached (which is in the coding), or you make it a part of the actual heavy marine player model and have them not hold a weapon when they are using the "attached" gun. If someone is actually going to do this, I strongly suggest that you put the attached gun in the left hand so you don't have to re-do all knife, pistol, etc. animations. Though you will because of reloding the pistol or pulling the pin from nades. How would you reload a pistol with only one hand anyway?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Botchi?
    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
  • 5ive5ive Join Date: 2003-11-17 Member: 23091Members
    you guys are silly and overcomplicating the matter

    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
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Put them too low and the model's gonna stretch below the floor of the map and crash HL.

    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.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Or try it like this: Just remove the bone where the p_model is assigned to from the desired model, so it won't show up. Dunno if this worx, but it may be possible that way.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    WHy not... simply make transparent p_models <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->


    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?
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    lol this thread is going nutz...ppl are all about ready to pop <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    just countersink the p_model into the normal model for a "Grappeled" look, or set the attachment for the p_model a far **** away from the normal origins, somthing like 10000 10000 10000 in relation to the rest of the model
  • solcottsolcott Join Date: 2003-11-04 Member: 22307Members
    the only way i could see a weapon working attached to the ha would be the knife attached to the arm in a fashion similar to the predators wristblades. the reason i think only the knife would work is because you always have the knife no matter what and you could do that by just adding a knife to the hand ofall of the heavy armour v models so you always see it.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    lol, how bout just new gun models that "look" like they are attached to the arm (removing the hands from view) so it "seems" like when you pickup an hmg, you suddenly get a mechanical armgun regardless of marine model.
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