Originally posted by enderandrew
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Yes I will surely do it when releasing (together with) the new version. If that will not happen, I sent it to fellow friends.
By reading other posts from you I think you only seem to see the "text" rather than the feature and the development behind it. Copy/pasting code blocks is something everybody with a text editor can do. Understanding, studying and finding the essence and ideas behind features is another thing.
Originally posted by CharlieSandford
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First of all you have to know that there are different types of v_weapon features.
The one that "glues" the weapon models to the player model with setattachment or similar. That is the way that is described here. You will find links to mods and models that can do it on that link as well.
The one that uses different player models (including the weapons) for each weapon. That is how Hipnotic and in a way even original Quake uses.
In original Quake, the player model is switched to the eyes model when using the ring. In Hipnotic a new weapon is introduced: The Mjolnir. To be able to actually see it in-game, the eyes trick/hack was extended to now also support a player model with the Mjolnir in his hands.
The SMC uses the latter option but for all weapons differently. The SMC doesnt use self.modelindex for that but the regular setmodel() + setsize() functions. It works robust in single player, but I do not know if it will also work in multiplayer.
Anyhow, it is such a small function which can be converted into the self.modelindex hack easily. So it should work in multiplayer the one or the other way.
Please find the barebone function for it in the smc in the costum_effects.qc file. Its name is: switch_vweps(). It is called every .....
[had to split this post into 2 posts. Otherwise it always crashed]
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