I recall someone asking for the ability to play with the enforcer as the player model. I thought maybe I could rig up a model in blender and make this happen. Well... given that I have little to no blender experience its been slow going. I've been literally using tuts I find on youtube for help. :/ LOL. In hindsight probably not a good beginner project.
But in the mean time I thought to myself, wait, doesn't the enforcer already have all the animations necessary to be a player? I opened up Neosis and watched all the animations. Sure enough plenty of animations to work with and sense I understand QC better than I do blender I figured I would whip up something for the guy that asked for such a feature. So now you can use the regular enforcer model or the nice Tabun Enforcer and run around with him. The animations aren't great but neither is the quake guy so.
I also slowed down movement speed while the enforcer to match animations better. Enforcers are big guys they can't move as fast as the quake marine.
This will require a nice shiny engine like DP or FTE.
Just type impulse 30 in console to switch back and forth. He also uses correct pain sounds for enforcer for effect. Instead of using an axe, he uses his enforcer laser but this one has damage taken way down so its more like an axe in terms of damage, lower fire rate, but does have infinite ammo just like the axe. It just uses the super nail gun as a placeholder model. Could change it to an actual laser model if desired. Hmm... Not sure what else. That's probably it. Took about 30 minutes and some change to whip this up. I'll include the source for those that want to play around with it. It's all commented just search for "//Enforcer Player" in the qc file. Client.qc, Player.qc, Weapons.qc, World.qc and Defs.qc are the only ones changed. It's pretty silly but kinda fun. Playtested it for 15 minutes. Seems solid enough. Have fun!
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