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Muzzle Help- Seriously!!


PR-0927

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O.K., I am making an awesome vehicle based off of a player skin. It doesn't have muzzles!!!! How do I add them???? I only need one muzzle though. Oh, and can you make a vehicle shoot something like WP_CONCUSSION?

 

Thanks.

 

:fett:

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Vehicle based off a player skin??? hmm ok, like a ridable Tavion? :D

 

Reverse engineer the vehicles made by raven (so you get an idea how it works).

 

Create a triangle named "bolt_muzzle" and place where you need it, recompile character/vehicle.

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???? I can't model. I can't even open them in ModView or MD3View. Here is why: ModView- It says "MAX_QPATH too high" or something. The MD3View Problem- It says that it can't find "models/players/(playername here)/legs.tga" or something. HELP ME!!!!

 

I'd be thankful if someone could tell me how to do it without needing a modelling tool like 3DSMAX. If not, I'd like someone to do it for me please. I just need one muzzle on the Hazard Troopers hand, so it looks like he is shooting a gun when you use it.

 

Also, can you make vehicle use weapons like "WP_CONCUSSION?"

 

 

Thanx.

 

:fett:

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Huh? I don't know.

 

*Sigh.*

 

I guess I'll have to reveal my plans:

 

 

 

 

1. I am creating a Hazard Trooper suit vehicle, in which you can get in it and control it like a vehicle.

 

 

2. It worked perfectly. Maybe I don't even need weapons, and I'll release it publicly and hope someone adds weapons.

 

 

3. If I do want weapons, I need one muzzle, so it can shoot out of its hand, so it looks like it is holding a gun (like the NPC).

 

 

4. If someone is kind enough to add a muzzle on to it for me, I need to add the WP_CONCUSSION, but nobody has told me if the vehicles can use weapons like WP_BLASTER or WP_CONCUSSION.

 

 

 

 

Please help me with this. I may just go and release it without weapons, but it would be cooler if it could shoot out of one muzzle.

 

:fett:

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1. I am creating a Hazard Trooper suit vehicle, in which you can get in it and control it like a vehicle.

 

Not going to happen without code changes.

 

To get around the max q path the model you open must be in the base folder.

 

THen open up the various vehicle classes and take a look at the animations they have in common. None will have the neccessary enums to do somehting of that caliber.

 

Even if you use this with OJP your going to run into problems getting it to work correctly. And finally if your really adamant on gettign this done.

 

Download the model packs I put up on lucasfiles and use a text editor to manually add the bolt into the xsi yourself.

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Originally posted by keshire

Download the model packs I put up on lucasfiles and use a text editor to manually add the bolt into the xsi yourself.

 

 

Umm, how? What exactly am I supposed to be typing in there? Please help!!!!

 

:fett:

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