Code Posted May 29, 2003 Share Posted May 29, 2003 Greetings the rpgmod team is again making nice progress as u maybe saw we did a few non human npcs and now almost completed 1/2 planned vehicle i made a small video file to show a bit info : Codec : Divx 5.0.5 screen size : 640x480 Rate : 25 file size : 4.05 MB (zip : 3.90 MB) length : 40 secs link as always its also available at our forums gallery Link to comment Share on other sites More sharing options...
zERoCooL2479 Posted May 30, 2003 Share Posted May 30, 2003 Nice job...this looks fun!!! Link to comment Share on other sites More sharing options...
Wudan Posted May 31, 2003 Share Posted May 31, 2003 It looks really cool! Are there plans for other vehicles as well? Link to comment Share on other sites More sharing options...
Code Posted May 31, 2003 Author Share Posted May 31, 2003 thanks every1 zERoCooL2479 : dosent just look it is ! the atst have 3 type of weapons 2 precise blasters (normal) 4 chain blasters (alt fire aim, and speed) and final the rocket launcher wudan : yea as Scouttrooper says we ARE doing a another vehicle (shots on our forum gallery) in theory it should b a 2 player vehicle one rider, with no more options and one pasenger than will b allowed to use his weapons (some of them) every1 : ps if having prob with the rpg-mod url, or u dont like popups (who does) u can use this alternate link to the rpgmod forums http://205.205.212.44/rpgmod/index.php Link to comment Share on other sites More sharing options...
recombinant Posted June 6, 2003 Share Posted June 6, 2003 will you be publishing any information regarding how you were able to get this stuff working? It's impressive! Link to comment Share on other sites More sharing options...
Code Posted June 7, 2003 Author Share Posted June 7, 2003 i dont think ill do any tutorial or anything and to b honest, i dont think i would have do it, if i would have knew what i was in to lol 1st off, the curent 'broken' atst code , is screwy settings anims on inexisting bones etc, bad trigger. and more from my road to get it to work was, - allow multiple anims set (unlike the 'standard human' anims) - on precatching the gla, precatch also the atst instance - create your own trigger system (cause included one is no good) - server side, just change the 'standard kyle' to atst (box managing is good ) - client side, ow, same load the atst model, BUT let all clients know too, this is triky cause it was not ment like that, deferend clients also create a prob, and bots seems to use the client 0 server instance by default, client side of this was a pain anyway if u wanna talk about it, we could get on msn or something like that Link to comment Share on other sites More sharing options...
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