Bug in spawnflags (the team_WOLF_checkpoint type, not a key)


(Detoeni) #21

That isthe hard way to go there Firefly.
If you set a flag model to a scriptmover, use the script to fire the right animation that you need, and set state it to invisable once done.

set model as: models/multiplayer/flagpole/flagpole.md3

frames:
0-505
0 pole
1-20 axis up
21-235 axis loop
236-250 axis down/allied up
251-470 allied loop
471-485 allied down/axis up
486-490 axis down
491-505 allied up


(FireFly) #22

Aah, that’s why the Flagpole model is so huge in filesize (1.4 MB) It contains 505 frames…
So you do not need to modify the the flagpole model into a 3d program… It’s all done by scripting.

Thanks Detoeni


(G0-Gerbil) #23

Nice work Detoeni - this will definately find it’s way into the next version of Helmsdeep thanks to you!