How To Trun Off Muzzleflash Sprite ?
Jimmy_NS
Join Date: 2004-08-10 Member: 30513Members
<div class="IPBDescription">when i gun firing i cant see anything!</div> someone please teach me how to ture off my <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> muzzleflash sprite , my weapon skins's fire too strong for me but it is beautiful skin ! how can i keep this skin and trun off muzzleflash at the same time? Thanks a lot!
Comments
decompile it, then open the .qc file.
In the shoot sequence line, there'll be something like
{5001 0 "30"} behind it. the number in the ""'s are the scale at which the sprite is shown. just lower it to like 18 and you'll be good to go; save it and then recompile it. There ya go!
should be v_whateverthegunwas.qc
<a href='http://www.milkshape3d.com' target='_blank'>http://www.milkshape3d.com</a>
<a href='http://www.swissquake.ch/chumbalum-soft/' target='_blank'>http://www.swissquake.ch/chumbalum-soft/</a>
Btw, these files will be checked by mp_contesisty in b5
Btw, these files will be checked by mp_contesisty in b5 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
one reason: Exploit. You're not allowed to, or not supposed to have no mf. Some skins i'd assume were made by people not quite sure about the muzzle flash however, and it's possible that they're too big. That's why this .qc file fix is the way to go.
yep... and no MF is *imo* cheating so... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
that my good friend is correct...
not that finding a server with consistency off will be hard (it's off by default)
The Main problem with this in particular is that theres no decent way to prevent someone from removing a muzzleflash that wouldnt at the same time prevent someone from making new muzzle flashes. Hopefully this issue will soon be resolved.
well... you can change the size of the muzzleflash in the qc before comping a model. and it seems like that some modellers scaled it bigger than default because they included a custom muzzleflash that isn't as big as the standard NS one. Now if someone uses the custom model with the standard NS muzzleflash it's bigger than normal... possible, but happened quite seldom compared to the amount of released models as far as I noticed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
that my good friend is correct...
not that finding a server with consistency off will be hard (it's off by default) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how about a server side variable that checks only the muzzle flash then? Or modify mp_consistency to be selective about what it checks.
mp_consistency 0 is all checks are off.
mp_consistency 1 checks only muzzle flash sprites and skulk/lerk v_model (and whatever other v_models are supposed to block the players view)
mp_consistency 2 checks everything.
Then the server files could be shipped with flash/v_model check on by default.
Or maybe full check and muzzleflash/v_model check should switch numbers. People may see that a server has mp_consistency as 1 and may not want to play in that server if they have custom models, but may try to join a server if the consistency number is something other than 1.
The consistancy option exists to make sure that every player is using exactly the same files as the server and thus are at least grounded *that* much before gameplay begins. Servers can choose to have it on (assumed competitive play) or off (assumed public play where it doesn't exactly matter so much). By providing extra switches that allow *some* but deny others, you're providing just a slightly less level of "exploit" (call it what you will) as in a server with no checking and thus defeating any point in having more than "on" or "off".
It works as intended, if you can't see with the muzzleflash on I'd turn up the resolution or question the model you're using <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Yes the default of whatever weapon he has replaced has a decent muzzle flash. As most modellers know you can change the size of it in the qc file. I bet that there's at least one where it's at 30+ scalled size, which would be difficult to see around. The muzzleflash on my USX LMG is set at 18. I told him to set his to 18. This is about the same size as whats on the normal LMG. Please, stop talking about it as unfair or an exploit. We're off the 'taking off the muzzleflash' topic, and onto the more realistic possibility that his skin sucked, and having a large muzzleflash. Which i find very possible, and 18 scale is a decent size for the muzzle flash. KTHNX PEOPLE.
I guess you could include a muzzleflash in the actual model, as a couple of polys that appear in the firing anim. They'd still be easily removable, but it would involve more work than simply deleting a sprite.
One of the options had been to move the connection point for the P_models down below the player model so far that it would be outside the map and invisible.
How far would the polies for a muzzleflash have to go?
i cannot explain how stupid that sounds. Anyway...
The large muzzle flash is there for a reason to obscure the view. Just like when a skulk bites it obscures the view. There is no debate in this, it is an exploit and is classed as cheating. As voogru has said they are working to prevent this, why, because its an exploit.
The Link: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=77527' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=77527</a>
I'd now appriciate a <span style='color:red'>***Locked***</span>
How do you find this? It almost blocks even the crosshair...
Muzzleflashes are sprites, not models. They don't have polygons, they're simple 2D images. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->