AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Scripting Help (https://forums.alliedmods.net/forumdisplay.php?f=11)
-   -   set model (https://forums.alliedmods.net/showthread.php?t=45710)

allenwr 10-09-2006 20:02

set model
 
well, there is a cs set user model, but no dod set model, or anything similar...

does anyone know something i dont? or am i going to try to makesomething i have not done before?

Hawk552 10-09-2006 20:04

Re: set model
 
cs_set_user_model is only forwarded to a native because it needs to be constantly updated otherwise you will lose the model change.

I don't think DoD needs the same implementation - you should be able to just use entity_set_model(...) or engfunc(EngFunc_SetModel,...)

teame06 10-09-2006 20:22

Re: set model
 
Code:
#include <dodx> /* Sets the model for a player */ native dod_set_model(id, model[]);

http://svn.alliedmods.net/viewvc.cgi...dx&view=markup

Hawk552 10-09-2006 20:34

Re: set model
 
Quote:

Originally Posted by teame06 (Post 389326)
Code:
#include <dodx> /* Sets the model for a player */ native dod_set_model(id, model[]);


http://svn.alliedmods.net/viewvc.cgi...dx&view=markup

And of course I didn't look to see if he was a blind idiot :o

Zenith77 10-09-2006 20:57

Re: set model
 
Quote:

Originally Posted by Hawk552 (Post 389330)
And of course I didn't look to see if he was a blind idiot :o

That's another check to your mistake list.

allenwr 10-15-2006 20:33

Re: set model
 
dod_set_user_model included?

Zenith77 10-15-2006 20:37

Re: set model
 
Quote:

Originally Posted by allenwr (Post 391566)
dod_set_user_model included?

...

allenwr 10-15-2006 20:57

Re: set model
 
noob post sorry

i found it myself


All times are GMT -4. The time now is 04:44.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.