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playable atst in Mp


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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

 

:cool:

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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 :p (who does) u can use this alternate link to the rpgmod forums

 

http://205.205.212.44/rpgmod/index.php

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i dont think ill do any tutorial or anything :p

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 ;)

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