I want to put a panzerfaust model into a map - I have the entity info for that one.
Is there any way to fire it using a script or a trigger?
I want to put a panzerfaust model into a map - I have the entity info for that one.
Is there any way to fire it using a script or a trigger?
That does the job with the panzer shot - I just had to place the panzer model near the shooter entity so it would look right.
I was trying to actually activate the weapon - This is just as good.
Too bad there is not a “shooter_bullets” entity as well.
You could populate a map with MP-40’s all over the place that would shoot at you when you go to pick them up. 
Thanks for the reply.
Yeah, shooter_bullets would be nice. You may be able to fake something similar with a trigger_hurt that makes bullet noises and a complicated shader, tho’.
Had the same idea as Irrelavant and searched for variations on shooter_. I see Tyrlop asked but no one addressed that question. Also mazdaplz had a similar thought. But I have not found anyone working on it.
Now as much as a mod with a shooter_bullets/mg/mg42 would be nice, for mapping vanilla ETmain a shader, animation, sound and trigger_hurt is what is needed.
I figure a multichannel mixer with the original pak0 sounds could make a single 1 second burst speaker (rather than script a bunch of speakers in a quickfire sequence). sound\weapons\impact\flesh2.wav at 0.1 second spacing and added echo seems a good base track for a sm gun close by. A more realistic timing of 0.05 seconds for a HMG sounds wrong but maybe I will find something that works (mg42_far.wav is ok at 0.05). A very distant HMgun sound and close bullet effect sound is really what i want and will continue experimenting.
A muzzle flash can be done, but doing the animation/shader for the line of bullets is outside my experience. There would need to be slight variations on the bullet spacing and the “splash” type. strafing lines over water, stone and earth would need different splash, and different sweep speeds and fire rates would be good to simulate different firing sources (mg nest, vehicle, airplane…). 10 to 20 splashes in sequence over 1 sec with different spacing/lengths. I guess a toolkit of about 9 animation/shaders would be good.
So does anybody know if anybody worked on the graphics for this idea, or even how to go about it?
unique from eastfront, is working on npc-mg42, it will be a brush/model that shoot as a mg42, and the model/brushes rotates like it was a cannon. and it will be controlled by npc. bit similar to HL1 if you played or mapped for that.
Thanks Tyrlop but my idea was to create something for etmain with little network overhead.
Unfortunately I don’t like the options I have found so far.
Shader AnimMap … can only do 8 frames (or less) plus a start frame. That is at best a third of the frames I would want.
Shader videomap video/somestrafetest.roq would come up as a black surface for some client settings, hardly good when it would protrude out of the ground 
Doing it with particles would mean a shader per particle, no gravity curving, probably huge hits to fps etc.
Doing it with entities (target_smoke, props_dust, props_smokedust, props_gunsparks…) would take up network traffic with one entity per bullet splash! (unless there is some way to sequence 10-20 entities in the client directly), and of course clients can turn these effects off.
And the built in sand_splash stuff is buried in the code handling bullet trajectories so it won’t be all that good as just a shader (no animation, repetitive…)
Is there any way to chain animMap shaders clientside?
animap is not working with some mods - like noquarter 
maybe you can do a animated md3 for this?