[help] Dual Weapon Shell Ejection

Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
<div class="IPBDescription">hmmm....</div> Well... this is a more complex question better suited to some one who knows NS like the back of their hand... but I'll ask it to everyone anyway...

As a few of you already know I recently finished making a set of dual machine guns for the HMG, and I finished animating them and everything, but the one problem that remains is the casing ejection...

Now my problem is this: two weapons left and right means two sets of shell casings being ejected... normally this problem can be easily over come by simply creating a bone and moving it left and right to the different guns for the different firing animations, and then attaching the ejection attachment to the bone that alternates sides... and of coarse assigning some invisible face or a vert to the ejection bone... blah blah... easily done...

BUT, NS would appear to have automatic shell ejection, with no ejection attachments <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> meaning it always emits the casings from the right side...

any ways to fix this?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    check with obst, his wanderings into muzzleflash manipulation might have discovered something about this.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited November 2004
    In fact, I have read something about shell ejection in a long long long event list. I'll check it when I'm back home (I'm at a party right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> ), but I can't guarantee for success because if even the one shell ejection position we have is hardcoded, then it might be the sad case that you can't add in other one.
    Still, when NS doesn't modify/disable the default HL events too much, it might work.

    Will check, later today.

    :EDIT: Well, I had a quick search. Del, you had posted that long long event list <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    May I ask of which event list this was an excerpt of?
    Anyway, here is the v part:

    5001 Muzzleflash on attachment 0 Muzzle flash sprite path
    5002 Spark on attachment
    5004 Emit a sound Wav file path
    5011 Muzzleflash on attachment 1 Muzzle flash sprite path
    5021 Muzzleflash on attachment 2 Muzzle flash sprite path
    5031 Muzzleflash on attachment 3 Muzzle flash sprite path
    6001 Eject a brass shell from attachment"

    So try events 6001 6011 6021, this should be the ones for $attachments 0-2.

    hf&gl
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    obst, that was an exerpt from the events list from the HL SDK, there is something like 45 default events, and there is a possabillity to code in more custom ones.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited November 2004
    HL SDK?

    Oh, I knew I missed something, or more likely had the "wrong" SDK, cause the one I had had nothing like this...

    Still I am eager to learn to know about any testing results <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Members
    well you could just remake the shell model so it does not reapear. Then remodel all your hp models that it uses a seprate shell in the model. if this is possible *slap* me if i suck aqt this "thinking" process.
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    I can make weapons call casings easily, and I can make the old casing models invisible, but that's just plain ... well it's more than unefficient... more trouble than it's worth
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