UGX-Mods

Call of Duty 5: World at War => Help Desk => Modding => Topic started by: nikfar1 on July 12, 2018, 09:47:03 pm

Title: shot to spider_zombie dosent work..
Post by: nikfar1 on July 12, 2018, 09:47:03 pm
hi everyone
I imported spider model from bo3 to waw.everything works fine but when shot to spider nothing happen and dont die
and my aim not change to red
anyone knows what can I do to solve this problem?
this is my character/zombie_spider
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
self setModel("spider1");
self.voice = "german";
}

precache()
{
precacheModel("spider1");
}

Title: Re: shot to spider_zombie dosent work..
Post by: BluntStuffy on July 13, 2018, 05:34:32 am
how do you spawn it into your map?
did you set a hitbox-model in asset-manager when converting?
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 13, 2018, 03:03:54 pm
thanks BluntStuffy for helping
I modified quad_zombie script to spider_zombie and replaced animation that I converted from maya.
this is my code:

[noae]
Code Snippet
Plaintext
 #include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include animscripts\Utility;

init()
{
thread spider_enabled();
init_spider_zombie_anims();

level.spider_spawners = GetEntArray( "spider_zombie_spawner", "script_noteworthy" );
array_thread( level.spider_spawners, ::add_spawn_function, maps\_zombiemode_ai_spider::spider_prespawn );
}

spider_enabled()
{
level.spider = false;

// flag_wait("electricity_on");
level.spider = true;
}

#using_animtree( "generic_human" );
spider_prespawn()
{

if( level.spider == false )
{
    iprintln( "level spider false or count higher than 10" );
self DetachAll();
character\char_zombie_spider::main();
self.animname = "zombie";
self maps\_zombiemode_spawner::zombie_spawn_init( true );
return;
}
else
self.animname = "spider_zombie";
self.spider = true;
iprintln( "spider_zombie spawned" );

self.custom_idle_setup = maps\_zombiemode_ai_spider::spider_zombie_idle_setup;

self.a.idleAnimOverrideArray = [];
self.a.idleAnimOverrideArray["stand"] = [];
self.a.idleAnimOverrideArray["stand"] = [];
self.a.idleAnimOverrideArray["stand"][0][0] = %ai_zombie_spider_idle;
self.a.idleAnimOverrideWeights["stand"][0][0] = 10;
self.no_eye_glow = true;

self maps\_zombiemode_spawner::zombie_spawn_init( true );

self.maxhealth = int( self.maxhealth * 0.75 );
self.health = self.maxhealth;
self.meleeDamage = 45;

self playsound( "zmb_quad_spawn" );

self.death_explo_radius_zomb        = 96;     
    self.death_explo_radius_plr         = 96;     
    self.death_explo_damage_zomb        = 0.75;     
    self.death_gas_radius               = 125;     
    self.death_gas_time                 = 7;

self.deathanimscript = ::spider_post_death;
//self.actor_killed_override = ::quad_killed_override;

//self set_default_attack_properties();
self.thundergun_disintegrate_func = ::quad_thundergun_disintegrate;
self.thundergun_knockdown_func = ::quad_thundergun_knockdown;

self.can_explode = false;

if ( isdefined( level.quad_explode ) && level.quad_explode == true )
{
self.can_explode = true;
}
self.exploded = false;
self thread quad_trail();
self thread quad_vox();

if ( isdefined( level.quad_traverse_death_fx ) )
{
self thread [[ level.quad_traverse_death_fx ]]();
}


}

spider_zombie_idle_setup()
{

self.a.array["turn_left_45"] = %exposed_tracking_turn45L;
self.a.array["turn_left_90"] = %exposed_tracking_turn90L;
self.a.array["turn_left_135"] = %exposed_tracking_turn135L;
self.a.array["turn_left_180"] = %exposed_tracking_turn180L;
self.a.array["turn_right_45"] = %exposed_tracking_turn45R;
self.a.array["turn_right_90"] = %exposed_tracking_turn90R;
self.a.array["turn_right_135"] = %exposed_tracking_turn135R;
self.a.array["turn_right_180"] = %exposed_tracking_turn180L;
self.a.array["exposed_idle"] = array( %ai_zombie_spider_idle, %ai_zombie_spider_idle_2 );
self.a.array["straight_level"] = %ai_zombie_spider_idle;
self.a.array["stand_2_crouch"] = %ai_zombie_shot_leg_right_2_crawl;
}

init_spider_zombie_anims()
{
// deaths
level.scr_anim["spider_zombie"]["death1"] = %ai_zombie_spider_death;

// run cycles
level.scr_anim["spider_zombie"]["walk1"] = %ai_zombie_spider_walk;



level.scr_anim["spider_zombie"]["run1"] = %ai_zombie_spider_run;



level.scr_anim["spider_zombie"]["sprint1"] = %ai_zombie_spider_run;

// run cycles in prone
level.scr_anim["spider_zombie"]["crawl1"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl2"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl3"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl4"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl5"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl6"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl_hand_1"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl_hand_2"] = %ai_zombie_spider_walk;

level.scr_anim["spider_zombie"]["crawl_sprint1"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl_sprint2"] = %ai_zombie_spider_walk;
level.scr_anim["spider_zombie"]["crawl_sprint3"] = %ai_zombie_spider_walk;

if( !isDefined( level._zombie_melee ) )
{
level._zombie_melee = [];
}
if( !isDefined( level._zombie_walk_melee ) )
{
level._zombie_walk_melee = [];
}
if( !isDefined( level._zombie_run_melee ) )
{
level._zombie_run_melee = [];
}

level._zombie_melee["spider_zombie"] = [];
level._zombie_walk_melee["spider_zombie"] = [];
level._zombie_run_melee["spider_zombie"] = [];

level._zombie_melee["spider_zombie"][0] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][1] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][2] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][3] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][4] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][5] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][6] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][7] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][8] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][9] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][10] = %ai_zombie_spider_attack_melee;
level._zombie_melee["spider_zombie"][11] = %ai_zombie_spider_attack_melee;


if( isDefined( level.spider_zombie_anim_override ) )
{
[[ level.spider_zombie_anim_override ]]();
}

// melee in crawl
if( !isDefined( level._zombie_melee_crawl ) )
{
level._zombie_melee_crawl = [];
}
level._zombie_melee_crawl["spider_zombie"] = [];
level._zombie_melee_crawl["spider_zombie"][0] = %ai_zombie_attack_crawl;
level._zombie_melee_crawl["spider_zombie"][1] = %ai_zombie_attack_crawl_lunge;

if( !isDefined( level._zombie_stumpy_melee ) )
{
level._zombie_stumpy_melee = [];
}
level._zombie_stumpy_melee["spider_zombie"] = [];
level._zombie_stumpy_melee["spider_zombie"][0] = %ai_zombie_walk_on_hands_shot_a;
level._zombie_stumpy_melee["spider_zombie"][1] = %ai_zombie_walk_on_hands_shot_b;

// tesla deaths
if( !isDefined( level._zombie_tesla_death ) )
{
level._zombie_tesla_death = [];
}
level._zombie_tesla_death["spider_zombie"] = [];
level._zombie_tesla_death["spider_zombie"][0] = %ai_zombie_quad_death_tesla;
level._zombie_tesla_death["spider_zombie"][1] = %ai_zombie_quad_death_tesla_2;
level._zombie_tesla_death["spider_zombie"][2] = %ai_zombie_quad_death_tesla_3;
level._zombie_tesla_death["spider_zombie"][3] = %ai_zombie_quad_death_tesla_4;

if( !isDefined( level._zombie_tesla_crawl_death ) )
{
level._zombie_tesla_crawl_death = [];
}
level._zombie_tesla_crawl_death["spider_zombie"] = [];
level._zombie_tesla_crawl_death["spider_zombie"][0] = %ai_zombie_tesla_crawl_death_a;
level._zombie_tesla_crawl_death["spider_zombie"][1] = %ai_zombie_tesla_crawl_death_b;


// deaths
if( !isDefined( level._zombie_deaths ) )
{
level._zombie_deaths = [];
}
level._zombie_deaths["spider_zombie"] = [];
level._zombie_deaths["spider_zombie"][0] = %ai_zombie_quad_death;
level._zombie_deaths["spider_zombie"][1] = %ai_zombie_quad_death_2;
level._zombie_deaths["spider_zombie"][2] = %ai_zombie_quad_death_3;
level._zombie_deaths["spider_zombie"][3] = %ai_zombie_quad_death_4;

/*
ground crawl
*/

if( !isDefined( level._zombie_rise_anims ) )
{
level._zombie_rise_anims = [];
}

// set up the arrays
level._zombie_rise_anims["spider_zombie"] = [];

level._zombie_rise_anims["spider_zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl;

level._zombie_rise_anims["spider_zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_crawlfast;

level._zombie_rise_anims["spider_zombie"][1]["sprint"][0] = %ai_zombie_traverse_ground_v1_crawlfast;

level._zombie_rise_anims["spider_zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl;

// ground crawl death
if( !isDefined( level._zombie_rise_death_anims ) )
{
level._zombie_rise_death_anims = [];
}

level._zombie_rise_death_anims["spider_zombie"] = [];

level._zombie_rise_death_anims["spider_zombie"][1]["in"][0] = %ai_zombie_traverse_ground_v1_deathinside;
level._zombie_rise_death_anims["spider_zombie"][1]["in"][1] = %ai_zombie_traverse_ground_v1_deathinside_alt;

level._zombie_rise_death_anims["spider_zombie"][1]["out"][0] = %ai_zombie_traverse_ground_v1_deathoutside;
level._zombie_rise_death_anims["spider_zombie"][1]["out"][1] = %ai_zombie_traverse_ground_v1_deathoutside_alt;

level._zombie_rise_death_anims["spider_zombie"][2]["in"][0] = %ai_zombie_traverse_ground_v2_death_low;
level._zombie_rise_death_anims["spider_zombie"][2]["in"][1] = %ai_zombie_traverse_ground_v2_death_low_alt;

level._zombie_rise_death_anims["spider_zombie"][2]["out"][0] = %ai_zombie_traverse_ground_v2_death_high;
level._zombie_rise_death_anims["spider_zombie"][2]["out"][1] = %ai_zombie_traverse_ground_v2_death_high_alt;

//taunts
if( !isDefined( level._zombie_run_taunt ) )
{
level._zombie_run_taunt = [];
}
if( !isDefined( level._zombie_board_taunt ) )
{
level._zombie_board_taunt = [];
}
level._zombie_run_taunt["spider_zombie"] = [];
level._zombie_board_taunt["spider_zombie"] = [];

level._zombie_board_taunt["spider_zombie"][0] = %ai_zombie_quad_taunt;
level._zombie_board_taunt["spider_zombie"][1] = %ai_zombie_quad_taunt_2;
level._zombie_board_taunt["spider_zombie"][2] = %ai_zombie_quad_taunt_3;
level._zombie_board_taunt["spider_zombie"][3] = %ai_zombie_quad_taunt_4;
level._zombie_board_taunt["spider_zombie"][4] = %ai_zombie_quad_taunt_5;
level._zombie_board_taunt["spider_zombie"][5] = %ai_zombie_quad_taunt_6;

level._effect[ "spider_explotion" ]         = LoadFX( "custom/fx_zombie_spider" );
level._effect[ "quad_trail" ] = Loadfx( "custom/fx_zombie_quad_trail" );
}
quad_thundergun_disintegrate( player )
{
self endon( "death" );
self DoDamage( self.health + 666, player.origin, player );
}
quad_thundergun_knockdown( player, gib )
{
self endon( "death" );
damage = int( self.maxhealth * 0.5 );
self DoDamage( damage, player.origin, player );
}
quad_trail()
{
self endon( "death" );
//self waittill( "quad_end_traverse_anim" );

self.fx_quad_trail = Spawn( "script_model", self GetTagOrigin( "tag_origin" ) );
self.fx_quad_trail.angles = self GetTagAngles( "tag_origin" );
self.fx_quad_trail SetModel( "tag_origin" );
self.fx_quad_trail LinkTo( self, "tag_origin" );
maps\_zombiemode_net::network_safe_play_fx_on_tag( "quad_fx", 2, level._effect[ "quad_trail" ], self.fx_quad_trail, "tag_origin" );
}
spider_post_death()
{
if( self.can_explode == true )
{
if ( isdefined( self.fx_quad_trail ) )
{
self.fx_quad_trail unlink();
self.fx_quad_trail delete();
}

mod = self.damagemod;

if ( mod == "MOD_PISTOL_BULLET" ||  mod == "MOD_RIFLE_BULLET" )
{
self thread quad_gas_explo_death();
}
}
}
quad_gas_explo_death()
{   
    death_vars = [];
    death_vars["explo_radius_zomb"]     = self.death_explo_radius_zomb;
    death_vars["explo_radius_plr"]      = self.death_explo_radius_plr;
    death_vars["explo_damage_zomb"]     = self.death_explo_damage_zomb;
    death_vars["gas_radius"]            = self.death_gas_radius;
    death_vars["gas_time"]              = self.death_gas_time;

self thread quad_death_explo( self.origin, death_vars );
level thread quad_gas_area_of_effect( self.origin, death_vars );
self Delete();
}
quad_death_explo( origin, death_vars )
{
    playsoundatposition( "zmb_quad_explo", origin );
    PlayFx( level._effect["dog_gib"], origin );
   
    players = get_players();
    zombies = GetAIArray( "axis" );

for(i = 0; i < zombies.size; i++)
    {
        if( Distance( origin, zombies[i].origin ) <= death_vars["explo_radius_zomb"] )
        {
            if( zombies[i].animname != "spider_zombie" )
            {
if( zombies[i].animname != "boss_zombie1" )
{
zombies[i] DoDamage( zombies[i].maxhealth * death_vars["explo_damage_zomb"], origin );
}
            }
        }
    }

    for(i = 0; i < players.size; i++)
    {
        if( Distance( origin, players[i].origin ) <= death_vars["explo_radius_plr"] )
        {
            players[i] ShellShock( "explosion", 2.5 );
RadiusDamage( players[i].origin, death_vars["explo_radius_zomb"], 15, 10, self, "MOD_EXPLOSIVE" );
        }
    }
self.exploded = true;
//self RadiusDamage( origin, death_vars["explo_radius_zomb"], level.zombie_health, level.zombie_health, self, "MOD_EXPLOSIVE" );
   
}
quad_gas_area_of_effect( origin, death_vars )
{
effectArea = spawn( "trigger_radius", origin, 0, death_vars["gas_radius"], 100 );



PlayFX( level._effect[ "spider_explotion" ], origin );

gas_time = 0;
   
while( gas_time <= death_vars["gas_time"] )
{
players = get_players();

for(i = 0; i < players.size; i++)
{
if( players[i] IsTouching( effectArea ))
{

players[i] setblur( 4, .1 );
}
else
{
players[i] setblur( 0, .5 );
}
}

wait(1);
gas_time = gas_time + 1;
}
players = get_players();
for ( i = 0; i < players.size; i++ )
{
players[i] setblur( 0, .5 );
}


effectArea Delete();


}
quad_killed_override( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime )
{
if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" )
{
self.can_explode = true;
}
else
{
self.can_explode = false;
if ( isdefined( self.fx_quad_trail ) )
{
self.fx_quad_trail unlink();
self.fx_quad_trail delete();
}
}
}
quad_vox()
{
self endon( "death" );

wait( 5 );

quad_wait = 5;

while(1)
{
players = getplayers();

for(i=0;i<players.size;i++)
{
if(DistanceSquared(self.origin, players[i].origin) > 1200 * 1200)
{
self playsound( "quad_amb" );
quad_wait = 8;
}
else if(DistanceSquared(self.origin, players[i].origin) > 200 * 200)
{
self playsound( "quad_vox" );
quad_wait = 6;
}
else if(DistanceSquared(self.origin, players[i].origin) < 150 * 150)
{
self playsound( "quad_close" );
quad_wait = 3;
}
}
wait randomfloatrange( 1, quad_wait );
}
}
quad_close()
{
self endon( "death" );

while(1)
{
players = getplayers();

for(i=0;i<players.size;i++)
{
if ( is_player_valid( players[i], true ) )
{
if(DistanceSquared(self.origin, players[i].origin) < 150 * 150)
{
self playsound( "quad_close" );
wait randomfloatrange( 1, 2 );
}
}
}
wait_network_frame();
}
}
[/noae]
I converted model from maya and this is screenshot from asset manager and in the  hitboxModel set this address:
american\characters\Roebuck\char_usa_marine_roebuck_fullbody.XMODEL_EXPORT
but it dosent work(I  tried to change hitboxModel to spider.XMODEL_EXPORT but not happend)
screenshot asset manager:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2e4zw4p.jpg&hash=6ea1aeed4ed7963f11255fae3eff93553ce44bd9)

animate of spider works fine but my problem is shotting to spider dosent work and i have no red rectile when aim  on spider


(https://s1.gifyu.com/images/spiderf06a6e1430f9ed1f.gif)


Title: Re: shot to spider_zombie dosent work..
Post by: death_reaper0 on July 13, 2018, 04:28:24 pm
your HitBoxModel is not set up right, the one you chose is for a default player sized model
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 13, 2018, 04:34:19 pm
your HitBoxModel is not set up right, the one you chose is for a default player sized model
thanks  death_reaper0 for replying
what kind of model do I have to chose?
Title: Re: shot to spider_zombie dosent work..
Post by: death_reaper0 on July 13, 2018, 04:38:26 pm
should be the same as the spider model you made
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 13, 2018, 04:42:15 pm
should be the same as the spider model you made
I did it before but not happened

hitboxmodel               spider.xmodel_export
Title: Re: shot to spider_zombie dosent work..
Post by: BluntStuffy on July 13, 2018, 06:36:47 pm
Could also be the setup in your aitype possibly? Make sure it's on the axis team
Spoiler: click to open...
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_zombie_fireman (1.0 0.25 0.0) (-16 -16 0) (16 16 32) SPAWNER FORCESPAWN UNDELETABLE ENEMYINFO
defaultmdl="char_ger_wrmcht_fullbody1"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
ENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
*/
main()
{
self.animTree = "";
self.team = "axis";
self.type = "human";
self.accuracy = 0.2;
self.health = 150;
self.weapon = "kar98k";
self.secondaryweapon = "";
self.sidearm = "walther";
self.grenadeWeapon = "Stielhandgranate";
self.grenadeAmmo = 3;
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );

character\char_zombie_fireman::main();
}

spawner()
{
self setspawnerteam("axis");
}

precache()
{
character\char_zombie_fireman::precache();
}
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 13, 2018, 06:49:02 pm
thanks again
I checked and it was on the axis team
this is my aitype code:


Spoiler: click to open...
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_zombie_spider (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE ENEMYINFO
defaultmdl="spider1"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
ENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
*/
main()
{
self.animTree = "";
self.team = "axis";
self.type = "human";
self.accuracy = 0.2;
self.health = 150;
self.weapon = "";  // spider_weapon  -----  I work on it later
self.secondaryweapon = "";
self.sidearm = "walther";
self.grenadeWeapon = "Stielhandgranate";
self.grenadeAmmo = 3;
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );

character\char_zombie_spider::main();
}

spawner()
{
self setspawnerteam("axis");
}

precache()
{
character\char_zombie_spider::precache();

precacheItem("");
precacheItem("walther");
precacheItem("Stielhandgranate");
}

Title: Re: shot to spider_zombie dosent work..
Post by: BluntStuffy on July 13, 2018, 07:25:44 pm
Then it's prob the hitbox.. I believe it get generatedfor your model as long as they have the correct hierarchy, bone-names etc. Obv that's not going to happen for your spider model vs the roebuck-hitbox.
Think if you use the xmodel as hitbox it could work, as long as you have a collision-lod on your .xmodel ( i've had problems with this as well, but it's been a while. Cant remember everything exactly. )
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 14, 2018, 01:32:37 pm
Then it's prob the hitbox.. I believe it get generatedfor your model as long as they have the correct hierarchy, bone-names etc. Obv that's not going to happen for your spider model vs the roebuck-hitbox.
Think if you use the xmodel as hitbox it could work, as long as you have a collision-lod on your .xmodel ( i've had problems with this as well, but it's been a while. Cant remember everything exactly. )

as you said  hierarchy, joint-names can pertain to it and cause this problem?
the joint-name of this model is diffrent from normal character  (zombie character joint: j_mainroot  j_hip_le j_spinelower...)
this is joint-names of this model:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fhugc5v.jpg&hash=abe18ee1d2c9ca330459748376c4056d42490fce)
Title: Re: shot to spider_zombie dosent work..
Post by: codmoddd1234 on July 14, 2018, 02:39:21 pm
Does your model have tag_origin and j_ joint names?
//
If you included it in gdt as a "model" and then change it to an "animated model" you might need to delete
raw/xmodel/spider ect then reconvert.
Title: Re: shot to spider_zombie dosent work..
Post by: Harry Bo21 on July 14, 2018, 03:54:06 pm
the bo3 spider is a vehicle, not a normal ai
Title: Re: shot to spider_zombie dosent work..
Post by: nikfar1 on July 14, 2018, 05:58:37 pm
Does your model have tag_origin and j_ joint names?
yes it does,I uploaded spider-joint picture.

If you included it in gdt as a "model" and then change it to an "animated model" you might need to delete
raw/xmodel/spider ect then reconvert.
I deleted all part of spider in raw folder and reconvert but noting change..

the bo3 spider is a vehicle, not a normal ai

thanks harry for replying
is this possible to change it to ai?
Title: Re: shot to spider_zombie dosent work..
Post by: codmoddd1234 on July 27, 2018, 05:25:47 am
Have you tried spider setcandamage(true)?