Moderator: Joe Kari
but would it be just an indian weapon?
the arrows could kill with one shot only
When you are done, you could make some arrows with dynamites attached to them
I new weapon will have to be coded in. If you want the arrow to fly like the knife, then the new weapon must be coded as a projectile.
You are making quick work of the modeling!
!NuB!Donut wrote:Could you please tell me where i can find the codes of the Winchester 1866 so tath i can take a look at them to know how to code new weapons.
/*
=============
WP_KNIFE
=============
*/
{
// animations
{
// WP_ANIM_CHANGE
{
30, //firstframe
(40-30), //numFrames
0, //loopFrames
40, //frameLerp
0, //initialLerp
1, //reversed
0 //flipflop
},
// WP_ANIM_DROP
{
30, //firstframe
(40-30), //numFrames
0, //loopFrames
40, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_IDLE
{
20, //firstframe
10, //numFrames
0, //loopFrames
80, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_FIRE
{
0, //firstframe
20, //numFrames
0, //loopFrames
20, //frameLerp
0, //initialLerp
0, //reversed
1 //flipflop
},
// WP_ANIM_ALT_FIRE
{
42, //firstframe
24, //numFrames
0, //loopFrames
40, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_RELOAD
{
0, //firstframe
0, //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_SPECIAL //change : throw->normal
{
66, //firstframe
13, //numFrames
0, //loopFrames
60, //frameLerp
60, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_SPECIAL2 //change : normal->throw
{
66, //firstframe
13, //numFrames
0, //loopFrames
60, //frameLerp
60, //initialLerp
1, //reversed
0 //flipflop
}
},
0, //spread
50, //damage
2000, //range
-7*20, //addTime
(52-42)*40, //count
-1, //clipAmmo
0, //clip
10, //maxAmmo
"models/weapons2/knife/v_knife.md3", //v_model
0, //v_barrel
"sound/weapons/knife_attack.wav", //snd_fire
0, //snd_reload
"Bowie Knife", //name
"models/weapons2/knife/", //path
WPS_MELEE
},
=============
WP_WINCHESTER66
=============
*/
{
// animations
{
// WP_ANIM_CHANGE
{
0, //firstframe
38, //numFrames
0, //loopFrames
38, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_DROP
{
83, //firstframe
(99-82), //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_IDLE
{
0, //firstframe
0, //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_FIRE
{
39, //firstframe
(80-39), //numFrames
0, //loopFrames
40, //frameLerp
40, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_ALT_FIRE
{
0, //firstframe
0, //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_RELOAD
{
0, //firstframe
0, //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_SPECIAL
{
0, //firstframe
0, //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
},
// WP_ANIM_SPECIAL2
{
0, //firstframe
(0), //numFrames
0, //loopFrames
0, //frameLerp
0, //initialLerp
0, //reversed
0 //flipflop
}
},
0, //spread
70, //damage
2000, //range
-7*20, //addTime
(52-42)*40, //count
-1, //clipAmmo
10, //maxAmmo
"models/weapons2/winch66/v_winchester66.md3", //v_model
0, //v_barrel
"sound/weapons/winch66_", //snd_fire
"sound/weapons/rifle_reload1.wav", //snd_reload
"Winchester 1866", //name
"models/weapons2/winch66/", //path
WPS_GUN
},
/*
/dev/random is right. But I'll try to support you providing here a built QVM in a PK3 to test. I guess you don't know how to build the QVM.
Btw I see you modified the Winchester 1866 model... can you rename everything to something more related please as I'll try to include it without removing Winchester 1866 ?
About sound, do you think to provide something too ?
On my point of view, the way to use the bow would be to push "fire" to bend it, then keeping the "fire" pressed we keep the bow bended and releasing the key will shoot the arrow. This is just an idea. We may also prefer push "fire" to bend, and Fire again to shoot.
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