SMOKE MARKER PROBS


(MADDOG) #1

Hey i made 2 moke markers or smokegrenades one of allies and one for axis! I changed my weapons info on teh smokemarker to this; The ones in red are the ones I changed! I tried this but when i go to play the game the allies canister always renders for the axis insted of the axis one! What do i need to do to change this prob so that both canisters show up for each side!

weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel “” // weapon pickup ‘stand’
//pickupModel “”
//pickupSound “sound/misc/w_pkup.wav”

	weaponConfig		"models/multiplayer/smokegrenade/weapon.cfg"
	handsModel			"models/multiplayer/smokegrenade/v_smokegrenade_hand.md3"
	
	//flashDlightColor	0 0 0
	//flashSound		""										// supports up to 4 flash sounds
	flashEchoSound		"sound/weapons/grenade/gren_expl.wav"	// supports up to 4 flash echo sounds
	//lastShotSound		""										// supports up to 4 last shot sounds
	
	//readySound		""
	//firingSound		""									// no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
	//overheatSound		""
	//reloadSound		""
	//reloadFastSound	""									// some weapons have fast reloads due to the skill system
	//spinupSound		""									// sound started when fire button goes down, and stepped on when the first fire event happens
	//spindownSound		""									// sound called if the above is running but player doesn't follow through and fire
	//switchSound		""									// allow overriding of weaponswitch sound
	
	//weaponIcon			"icons/iconw_smokegrenade_1"
	weaponSelectedIcon	"icons/iconw_smokegrenade_1_select"
	
	missileModel		"models/multiplayer/smokegrenade/smokegrenade.md3"
	//missileSound		""
	missileTrailFunc	"PyroSmokeTrail"					// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
	missileDlight		200
	//missileDlightColor	0 0 0							// do we still use this?
	
	//ejectBrassFunc	""									// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
	
	modModel 0		"models/multiplayer/smokegrenade/smoke_grenade"
	modModel 1		"models/multiplayer/smokegrenade/smoke_grenade_2"				

	firstPerson {
		model		"models/multiplayer/smokegrenade/v_smokegrenade.md3"
	}
	
	thirdPerson {
		model		"models/multiplayer/smokegrenade/smokegrenade.md3"
		//flashmodel	""
	}
}

}


(carnage) #2

when using moddles putting _2 on the end creates a LOD (level of detial moddle that supost to be lower polly that makes it quicker for the ET to render and as its the _2 it will draw this when its a sertian distnce from the player so he wont notice the loss in quality)

try smoke_axis and smoke_allies

aslo did u miss out the .md3 tag at the end? ime not sure if its needed but cant hurt to include it


(No1_sonuk) #3

You’d probably be better off adding a whole new weapon for it, in a similar manner to the standard nades


(MADDOG) #4

I tried putting in smoke_allies and smoke_axis but know none of the canisters load in !!! ET just Loads in default ones!!! Maybe i can send one of you the files and you can help me get it to work??


(No1_sonuk) #5

You could do that. I’m going on holiday this weekend, so I can’t guarantee anything.


(carnage) #6

did u rename the moddles 2 to fit with the smoke_axis smoke_allies?


(IneQuation) #7

Remember that if you add a new weapon you also need to add some client code to support it as well.


(MADDOG) #8

I am not going to make a new weapon i am not too good with coding!!! I dont think i did rename the models but then again i dunno how!!! Can you send me a complete file for the smokemarker with the smoke axis and smoke allies all done!!! This would help me out alot then i could see what i needed to do!!! Thank you!!!


(Jaquboss) #9

Nah, mod models are used only for weapons which has it in code…
There is no way to use axis/allies models , but there is easy trick…
Merge models to one… remmember to name surfaces diffirently ( like smoke_axis , smoke_allies )
And then make skin file : you will specify propper skin for team which it is, and for second surface create invisible shader :wink:


(No1_sonuk) #10

I had this idea to use with the Knives in PoP, but as we’re going to be reworking our weapon system, we’ll just add a new weapon.