[req] Info On V_wep Muzzleflash Sprites
l0tus
Join Date: 2004-09-07 Member: 31492Members
<div class="IPBDescription">how to change location/sprite displayed</div> 2 reasons i'm asking: i've got a smartgun <b>p</b>_model (thread title is incorrect, my bad) that has no muzzleflash in·game, and a shotgun <b>p</b>_model that displays the LMG muzzleflash instead of muzzleflash2.spr. im wondering how hard it would be to rectify either of these problems, and how to do it. if you're <i>really</i> bored, you could do it for me...but teach a man to fish, and all that...anyway, thanks in advance-
note: im also wondering how hard it would be to change which muzzleflash sprite is displayed with a <b>v</b>_wep, as id like to have one of brigadier wolf's shotgun display my shotgun flare (muzzleflash2.spr) instead of the LMG flash (muzzleflash1.spr) it currently uses...
note: im also wondering how hard it would be to change which muzzleflash sprite is displayed with a <b>v</b>_wep, as id like to have one of brigadier wolf's shotgun display my shotgun flare (muzzleflash2.spr) instead of the LMG flash (muzzleflash1.spr) it currently uses...
Comments
Decompile the models, then decompile the soldier.mdl.
Check the soldier.qc for the firing animations and check out the event used to describe the muzzleflash.
Let's have a look at the event which describes the muzzleflash in a $sequence:
(0) Example.
{ event 5021 1 "62" }
(1) The 4-digit number describes which $attachment is used.
5001 = $attachment 0
5011 = $attachment 1
5021 = $attachment 2
(2) The first digit of the second option (62) tells the scaling of the sprite.
1X = Factor 1 (and so on...)
(3) The second digit of the second option (62) tells what muzzleflash is played.
X2 = mf3
X1 = mf2
X0 = mf1
(4) Ensemble.
{ event 50A1 B "CD" }
A= $attachment A
B= Event plays on frame B
C= Scaling of the sprite
D= Sprite used muzzleflashD+1.spr
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Modify the p_model's .qc according to the event parameters of the soldier.qc (You are most likely to have to modify the $attachment)
thnx bro.