After that you have to create the models you named inside the file. I think that you'll know how to do that. Copy and paste your xmodel, rename it to the name you gave them in the step above, open them with a text editor and change the material to your new pap camo. If you need more help with this just ask down below.
You should do one change to the script where you set the random camo as variable at the start of PaP'ing and set the variable on giveWeapon + on worldmodel (You don't have worldmodel stuff setup unless that is not possible in WaW) Also what is the _zombiemode_weapons.gsc part for? Curious. Good tutorial anyways, nicely laid out and easy to follow
You should do one change to the script where you set the random camo as variable at the start of PaP'ing and set the variable on giveWeapon + on worldmodel (You don't have worldmodel stuff setup unless that is not possible in WaW) Also what is the _zombiemode_weapons.gsc part for? Curious. Good tutorial anyways, nicely laid out and easy to follow
Thanks. I also noticed that the worldmodels doesn't work.
I think that the function in _zombiemode_weapons.gsc is called when the player has two weapons, so i changed it there to choose a random camo too.
Code Snippet
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primaries = player GetWeaponsListPrimaries(); if( isDefined( primaries ) && primaries.size >= 2 ) { player maps\_zombiemode_weapons::weapon_give( weapon+"_upgraded" ); }
But would require level variable so it carries over the multiple functions so you don't have mismatching models showing up, same with using _zombiemode_weapons.gsc. Did the same thing for Perish when I fixed the worldmodel issue like year ago
But would require level variable so it carries over the multiple functions so you don't have mismatching models showing up, same with using _zombiemode_weapons.gsc. Did the same thing for Perish when I fixed the worldmodel issue like year ago
I'll add this to the tutorial later on. Thanks again