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Models and Explosions


  
 
 
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Votorx
Senior Member
Join Date: Jun 2004
Old 10-06-2004 , 12:56  
Reply With Quote #2

1. How do you make a model in a script that you can use in-game?

There are several Modeling programs which you can use. I propose 3d max to make any models you would like, but there are alot of half life specified modeling programs you can use which are easy to find, just use google.

How do you make the model do things? ( Like have different weapon modes for example ).

Well...When your scripting all you do is call the sequence number in the model using engine. But when your modeling, you have to animate the and assign them sequence numbers yourself. These animations can only be done by the joints and skeletons made during modeling. Unfortunetly it has nothing to do with the actual model, believe the skeleton and the model are 2 seperate components which are "melded" during compilation. So you have to make sure the "skeleton" you make for the model is in proportion.

As for different weapon modes. That has nothing to do with the model, or even the weapon model if you make one. Weapon modes is specifically an ingame function, which, inreality, is no different from the primary fire. For instance, if you take a glock and shoot it on semi auto, its shoots one bullet. But if you change the weapon mode to burst, its looks like its shooting 3 bullets at once. Actually its just runnig the same sequence which would be the single fire, and its just adding 2 extra decals at where they are shooting. Nothin to do with modeling though.

How do you make explosions in a script that you can see and feel in-game?

http://forums.alliedmods.net/showthread.php?t=6281

Scroll aways down and look for my post. In the post I created an example of an explosion like your suggesting.

How do you control it? ( I mean change it... ).

Has to do with the temp events. Each do a different things just pick one which suites you.
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