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Worldmodel in box

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Created 11 years ago
by HitmanVere
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How can I have different worldmodel in box for certain gun? Cant really explain it better, but I want box to show different worldmodel than one in weaponfile
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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Well you could use an alternate model by setting them in the weaponfile and using this function to get it:

http://www.zeroy.com/script/weapons/getweaponmodel.htm

But how you would set the world model is beyond me. As far as i know getCurrentWeapon returns a string with the weaponfiles name, not an entity so you can't just do setModel() to set the world model.

Edit: MP uses this: http://www.zeroy.com/script/entity/attach.htm

Or you could just have two separate weapon files and take the one weapon away and give them the one you want.
Last Edit: June 21, 2015, 10:43:17 am by daedra descent
Marked as best answer by HitmanVere 11 years ago
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in zombiemode_weapons in the function:

Code Snippet
Plaintext
treasure_chest_weapon_spawn( chest, player )

you can simply check for the gun, and change the model if needed:

Code Snippet
Plaintext
                // Added code
if( rand == "storm" )
model setModel( "bo2_storm_world" );

                // Normal code
else
{
modelname = GetWeaponModel( rand );
model setmodel( modelname );
}
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in zombiemode_weapons in the function:

Code Snippet
Plaintext
treasure_chest_weapon_spawn( chest, player )

you can simply check for the gun, and change the model if needed:

Code Snippet
Plaintext
                // Added code
if( rand == "storm" )
model setModel( "bo2_storm_world" );

                // Normal code
else
{
modelname = GetWeaponModel( rand );
model setmodel( modelname );
}

Alright, will try this now, sorry for not responding sooner

Edit: Works, thanks. I was thinking that there has to be similar way to do it and not something DD said :lol:
Last Edit: June 21, 2015, 05:25:09 pm by HitmanVere
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Alright, will try this now, sorry for not responding sooner

Edit: Works, thanks. I was thinking that there has to be similar way to do it and not something DD said :lol:

What i said probably would have worked. Just a bit longer and only really worth it if your doing this for multiple weapons.

Except the attach part. You probably could have done that too, just more code you don't really need.
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What i said probably would have worked. Just a bit longer and only really worth it if your doing this for multiple weapons.

Except the attach part. You probably could have done that too, just more code you don't really need.

Well, I did say gun, not guns :P And longer the script, the more confused I get :))

 
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