Lamron
Benevolent Dictator
Posts: 5,214
|
Post by Lamron on Dec 29, 2009 19:48:09 GMT -5
STAND_PROPER is part of a change some modders make to the way mike_torso.st works. It gives you a fool-proof way to detect spawning players.
If you're not doing that, just change all the STAND_PROPER entries to STAND. He was probably just doing a quick cut/paste out of his file and didn't want to take the time to change them.
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Dec 29, 2009 22:38:42 GMT -5
that's messed up, I was taking as some kind of anime stance the player does.
edit- after messing with it now, I know what you ment
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Dec 30, 2009 0:42:45 GMT -5
ok...is stand proper an AA command?
I ask bc it is not in my spearhead torso file.
I got as far as all the weapons showed up, but they didn't do anything --torso combing--
AHHH, I see my new addon-woohoo
I guess what I'm after is, it works from my point of view as an addon AS-IS, my first person POV
No testing with second party yet.
since I can only attach one, this is my current.---without edits with this addition!!! ------------------------------------------------------------------------------
I put what I needed to in the right places, put these in in the right spots
in stand:
DO_HAMMER : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Sledge Hammer" DO_HAMMER : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Sledge Hammer" DO_WELD : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Welding Torch" DO_WELD : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Welding Torch" DO_SCREW : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Screwdriver" DO_SCREW : +ATTACK_SECONDARY IS_WEAPON_ACTIVE "mainhand" "Screwdriver"
//************************************************************************************************************
in RAISE_WEAPON:
RAISE_SCREW : IS_NEW_WEAPON "mainhand" "Screwdriver" RAISE_SLEDGE : IS_NEW_WEAPON "mainhand" "Sledge Hammer" RAISE_WELD : IS_NEW_WEAPON "mainhand" "Welding Torch"
just so you know I added the // in front of the *****. the console told me I'd forgotten that straight away...duh
EDIT--It doesn't say I did, but it gave me an option to attach a 1024 file but I didn't see it... and yes I omitted the stuff after in and only added DO and RAISE
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Dec 31, 2009 19:23:33 GMT -5
OMG I got it, I think lol....I finally got a couple hrs to myself to look and think at the same time.
His instructions say : you will need to change: STAND_PROPER to STAND
I re-read his working version and that seems to be the opposite because after I set things the way it said, I searched for all the STAND 's and changed them to the STAND_PROPER in the entire torso file!
it works at home, just ftp'd it to server and going to test Would this be correct? iyo is there anything else I should be aware of?
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Dec 31, 2009 23:32:49 GMT -5
ok yes it's working but I do have a question or 2
Occasionally the 45 pistol is aiming at the player HAHAHA, I have only see this twice, my self and one other person. I cannot reproduce this on purpose, any thoughts?
...mostly/but not all, because of the above question, Is this the proper way to add weapons to the game?
|
|
Lamron
Benevolent Dictator
Posts: 5,214
|
Post by Lamron on Jan 1, 2010 1:30:00 GMT -5
Is this the proper way to add weapons to the game? Yes and no. This really isn't a new weapon, you're just putting an item in the player's hand, then force-fixing the angles and letting the player bash with it. Its a cosmetic work-around so you can use a model already in the game and the player doesn't have to download everything. A pistol without ammo is functionally the same. Creating new weapon from the ground up can be a little more straightforward because you have a lot more flexibility to make it work correctly to begin with. You can set up the .tik so that it works properly with whatever attributes you want, and tweak the statefiles if it needs any extra fire modes. However, then you would need new weapon models/skins/sounds and the player will have to download it.
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Jan 10, 2010 13:40:05 GMT -5
what are skc and skd files and are they only required for custom models?
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Jan 10, 2010 20:59:39 GMT -5
hate to double post in this case, but didn't know if you saw the last question or not.
Is the 1.5 scale?
local.player attachmodel "models/static/bush_full.tik" "Bip01 Spine1" 1.5 ("vest_front" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
edit---
This question is more important.
I've tried many combinations to find what works, but why does barrel explode work, but not grenexp_snow.tik or grenexp_wood.tik?
I did get water_spray.tik to work, but it is not what I'm wanting. Trying for a wooden explosion.
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 2 // wait .25 // exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 4
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/grenexp_snow.tik 2 // wait .25 // exec global/model.scr (local.player.origin + (0 0 48)) models/fx/grenexp_snow.tik 4
exec global/model.scr (local.player.origin + (0 0 48)) models/fx/grenexp_wood.tik 2 wait .25 exec global/model.scr (local.player.origin + (0 0 48)) models/fx/grenexp_wood.tik 4
|
|
Lamron
Benevolent Dictator
Posts: 5,214
|
Post by Lamron on Jan 11, 2010 0:47:22 GMT -5
Skc and skd files are for models.
1.5 is the scale.
Try this for a wood explosion: models/animate/fx_cratedebris_0.tik
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Jan 12, 2010 21:00:01 GMT -5
Try this for a wood explosion: models/animate/fx_cratedebris_0.tik hey that worked great! but why did those others not work? Are some tiki's just touchy about how they are being used, or maybe some just didn't actually have an animation to them?
|
|
Lamron
Benevolent Dictator
Posts: 5,214
|
Post by Lamron on Jan 13, 2010 1:41:21 GMT -5
Occasionally, you'll find a .tik that was developed but never used in the game. The .tik might reference other files that don't actually exist.
|
|
Major_A
LPmember
Name's Ash. [cocks rifle] Housewares.
Posts: 1,378
|
Post by Major_A on Jan 23, 2010 23:30:11 GMT -5
One of the guys asked me about iron sight for the guns.
I'm wanting to get back to stand instead of stand_proper...it's kinda glitchy
I was wondering what it takes to do this. TMT has missing files from the hack thing awhile back so I have no example to go from.
What I'm looking to do is to have both regular fps and ironsight mode, also with looking into serversided new weapons like I am, nothing fancy just things from the game, I thought I could kill two things at once.
To do both, what I'm figuring is to have a duplicate of that weapon being used, and just cycle through secondary weapons to an iron sight gun.
This may be a harder way to do it other than to add a second key stroke like the M key, or use and M key or something, I'm not even sure you can assign any key you want but I think you know what I mean, but It needs done this way to keep the bash, unless you have a better way.
I need some guidance in where to start or show me in steps somehow.
My goal being a serverside blowgun being possibly a shrunk down barbwire post shooting mini screwdrivers or something. You know...a new toy
What should I do first to start this endeavor? ....ask in TMT lol,
|
|