I am making a new weapon and as I set here making my script I realize that in my bg_misc.c many of the other weapons have these values:
/*QUAKED weapon_myweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
'weapon_myweapon',
'sound/misc/w_pkup.wav',
{ 'models/weapons2/myweapon/myweapon.md3',
0, 0, 0},
/* icon */ 'icons/iconw_myweapon',
/* pickup */ 'myweapon',
10,
IT_WEAPON,
WP_myweapon,
/* precache */'',
/* sounds */''
},
As I understand it the value in red is for additional models required.
The weapon I am making will have some moving parts. Will I need to indicate the moving parts as additional models?
Actually I just looked at the script for the BFG, and I know there is a gear on the side of it that rotates when you fire it, but the script for the BFG dosen't indicate any additional models. So probably not, but I am giong to ask anyway just to be sure.
Also as I understand that the value in blue is for additional sounds required.
So, if I want the moving parts to make a sound when they move will I need to indicate the additional sounds?
Weapon Animation Scripting
Weapon Animation Scripting
Uh, well....good luck with that. :shrug:
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[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Oh, yea that would be a good idea...duh
. Sorry it really has been a while since I've been to the forums....heh.
Anyway:
1) Like I said the bfg has a gear that rotates on the side of it and there is no addotional models indicated in the bg.misc.c for the bfg, and all animations are written into the .md3 for the model when the model is created.
As for the sounds there is no need for additional sounds in the bg.misc.c. I broke down the sound files for some other weapons it seems all sounds involved for a weapon are included or overlayed in that weapons main sound files. If you will listen to the sound file for the shotgun you can hear the blast sound then you can hear the "click, click" from reloading it all in the same sound file.
So when defining a new general weapon there is no need to indicate anthing special in the values I asked about above.
Now if you are doing something special or unusual with a weapon there might be a use for these values but I haven't went into that yet. So even I dont know.
Hope this helps!

Anyway:
1) Like I said the bfg has a gear that rotates on the side of it and there is no addotional models indicated in the bg.misc.c for the bfg, and all animations are written into the .md3 for the model when the model is created.
As for the sounds there is no need for additional sounds in the bg.misc.c. I broke down the sound files for some other weapons it seems all sounds involved for a weapon are included or overlayed in that weapons main sound files. If you will listen to the sound file for the shotgun you can hear the blast sound then you can hear the "click, click" from reloading it all in the same sound file.
So when defining a new general weapon there is no need to indicate anthing special in the values I asked about above.
Now if you are doing something special or unusual with a weapon there might be a use for these values but I haven't went into that yet. So even I dont know.
Hope this helps!
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]