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Artwork / Re: Help us out: faces for soldier heads
« on: December 16, 2012, 05:16:19 pm »Number 5 in second row looks exactly like my father...
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Overall a nice map. Kind of oversized, to be honest, but still nice.
item (scraprifle 1)
item (scraprifle_ammo 12)
// SCRAPRIFLE
item scraprifle
{
name "_Scraprifle"
model "weapons/scraprifle/scraprifle"
weapon true
type "rifle"
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 2 2"
center "2 0 1"
scale 1.35
ammo 12
reload 6
reloadsound "weapons/reload-pistol"
price 900
size 7
is_secondary false
}
item scraprifle_ammo
{
name "_Scraprifle Ammo"
model "weapons/scraprifle/scraprifle_clip"
type "ammo"
animationindex 0
shape "0 0 1 1"
center "0 0 -0.2"
scale 1.5
price 20
size 1
is_secondary false
dmgtype "normal"
weapon_mod
{
weapon scraprifle
firedef
{
name "_Snap Shot"
skill "close"
projtl bullet-smg
impact bulletImpact
hitbody null
firesnd "weapons/bullet-pistol"
impsnd "impact/bullet-impact"
bodysnd "impact/bullet-bodyimpact"
speed 3000
spread "2 2"
crouch 1
range 40
shots 1
ammo 1
time 4
damage "30 5"
dmgweight "normal_light"
reaction true
}
firedef
{
name "_Aimed Shot"
skill "close"
projtl bullet-smg
impact bulletImpact
hitbody null
firesnd "weapons/bullet-pistol"
impsnd "impact/bullet-impact"
bodysnd "impact/bullet-bodyimpact"
speed 3000
spread "1.5 1.5"
crouch 1
range 40
shots 1
ammo 1
delaybetweenshots 10
time 8
damage "30 5"
dmgweight "normal_light"
}
}
}
(copied from the pistol code)rs_weapon_scraprifle
rs_weapon_scraprifle_ammo
tech rs_weapon_scraprifle
{
type "weapon"
up_chapter equipment
description {
default "*msgid:pistol_txt"
}
// pre_description "*msgid:pistol_pre_txt"
provides scraprifle
time 0
producetime 40
}
tech rs_weapon_scraprifle_ammo
{
type "weapon"
up_chapter equipment
description {
default "*msgid:pistol_mag_txt"
}
// pre_description "*msgid:pistol_mag_pre_txt"
provides scraprifle_ammo
time 0
producetime 12
}
Only the first time?
You're going to need tags, which are small triangles put onto models to tell it where to attach various other items. For weapons, you only need a tag_muzzle. The character models have tags which tell it how to equip your weapon.
@Latino210
The latter two points are not technical, so I will revert these changes on demand. So you should be able to use the maps from master without losing something.
ufo2map -fix maps/[path of the map]/[name] This will fix some errors
ufo2map -check maps/[path of the map]/[name] This will show you all errors of the map. You will use this a lot
ufo2map maps/maps/[path of the map]/[name] This will compile the .map file into a .bsp readable by the game