Muzzleflashes?

BotsBots Join Date: 2002-12-18 Member: 11065Members
<div class="IPBDescription">which goes with which gun?</div> I'm trying to sort out my sprites folder, but I can't remember which muzzleflashes are bound to which weapons. I got it wrong so now my pistol is making a machinegun muzzleflash... any help would be great.

Comments

  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    I'm pretty sure that in the defaults, all the muzzleflash sprites are the same, so it really doesn't matter where they're bound.
  • l0tusl0tus Join Date: 2004-09-07 Member: 31492Members
    edited October 2004
    muzzleflash 1 is for the MGs, GL and pistol; muzzleflash 2 is for the shotgun, siege, and sentry turrets.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    I'm quite sure the Shotgun uses muzzleflash1 as well, but I can be so wrong sometimes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-l0tus+Oct 28 2004, 03:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (l0tus @ Oct 28 2004, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> muzzleflash 1 is for the MGs, GL and pistol; muzzleflash 2 is for the shotgun, siege, and sentry turrets. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    on the default models - yes.
    On custom guns it depends on the qc settings...
  • l0tusl0tus Join Date: 2004-09-07 Member: 31492Members
    edited October 2004
    oh yeah? my HMG p_model has no muzzleflash; how hard would it be to add one?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited October 2004
    The muzzle flashes displayed on player models aren't defined on the p_models.
    This is the difference between v_ and p_models, but the sheme that describes a muzzleflash's position/kind is the same for v_ and p_models.
    For p_model muzzle flashes, look the through the *fire sequences in the <b>player model's .qc</b> and you will spot

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{ event 5011 1 "30" }<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Or such.

    Let's bring in the explanation:

    { event 50X1 Y "ZA" }

    Note that the last number has 2 DIFFERENT digits!!!

    X: Attachment used. 0 = attachment 0; 1 = at. 1; 2 = at. 2
    Y: The frame of the sequence at which the sprite is displayed.
    Z: Scales the sprite, eg. 2 = double size
    A: Tells which muzzleflash.spr is used. A = 0 -> muzzleflash1.spr; 1 = mf2.spr; 2 = mf3.spr

    Example:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{ event 5021 15 "42" }<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Displays muzzleflash3.spr at frame 15 on attachment2, scaled up 4 times.
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