Crazy landmine mod


(daz2007) #1

This is a Crazy mod that changes the landmine marker into the south park character Kenny - what ya think


(IndyJones) #2

simply stupid… :stuck_out_tongue:


(S14Y3R) #3

Omg -Kenny killed you, you bastard! Yeah, I can dig it. Wasn’t there a weird egg mod for lm’s or was that for Nads… I forget. It was Nads Sorry Rayban It must be my brainslug

Gotta cross Kenny with the laser mines(if they ever got implemented, [sry i have no memory]) Lazer Eye’d Kenny’s everywhere FTW!


([DMZ]StoneKiller) #4

LOL That’s a riot killed by kenny lol that’s as good as a chicken grenade,hahaha


(daz2007) #5

lol - I’ll add comic south park sounds and an opposing team variant of him, then i’ll release it


(S14Y3R) #6

Do you guys know of Craig Ferguson? He’s that Scotish Conan Guy

A soundbite of his “You Bastards” would be great! Haha!


(daz2007) #7

Its done, but with no sounds


(A_Tosa_Inu) #8

Looks funny, i shall try it on my test server.


(Pegazus) #9

It would be cool, if the kenny would be animated. So it turns around himself. Now that would be hilarious to see, turning landmine. :lol:


(nUllSkillZ) #10

I don’t know kenny and southpark and Craig Ferguson.
Sorry.

There’s this short sound if the mine is triggered.
May be this could be replaced with a “bastards” sound.


(shagileo) #11

Well, this should cheer servers up. Funny and creative, great job


(unf4z3d) #12

i can make a 3 second animating rotation if you want?


(unf4z3d) #13

hmmm, ur md3 needs some optimization

u have the same model twice, which has exactly the same properties :slight_smile:

look in the weapons>landmine.weap under modModel 1 and 2 :stuck_out_tongue:

thats what et tells it to swap models to :slight_smile:

and u dont need to include ur qc files, although it might be useful for people modifying your mod, its usualy nto done :slight_smile:

hm mebe i failed :slight_smile:

seems it doesn’t want to read the other weap file :\


(unf4z3d) #14

Sorry for kinda jacking up ur project thing but i got a bit carried away looking at the models and optimizing it lol :slight_smile:

okie, i optimized you pk3, the non rotating is now 25kb instead of 50something

and i also built a rotating version which comes out at 205kb :slight_smile:

also, the actual md3s in the static kenny were really big (500kb) because you had 29 frames (milkshape default?) of useless animation, it now has 1 so the size is 61kb :stuck_out_tongue:

rotating and static models:

http://www.mediafire.com/?j2n9xlw5g0m


(daz2007) #15

[QUOTE=unf4z3d;192820]Sorry for kinda jacking up ur project thing but i got a bit carried away looking at the models and optimizing it lol :slight_smile:

okie, i optimized you pk3, the non rotating is now 25kb instead of 50something

and i also built a rotating version which comes out at 205kb :slight_smile:

also, the actual md3s in the static kenny were really big (500kb) because you had 29 frames (milkshape default?) of useless animation, it now has 1 so the size is 61kb :stuck_out_tongue:

rotating and static models:

thanks, kenny is my first et mod in 3 years and my knowledge is a bit out of sync

p.s : they look great