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vweps in netquake?
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vweps in netquake?
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It's totally possible using custom models and quakeC. So It really depends on the mod. I attempted to make this clientside (independant of the mod) but ran into a few roadblocks ... http://www.quakesrc.org/forums/viewtopic.php?t=7833
maybe i'll go back and attempt it again. Though, only really useful in multiplayer wouldnt this kinda be an advantage over clients not supporting vweap?
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well can't it work like how in quakeworld only certain servers allow it?
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Well, qw has a ruleset to allow or not.
If the mod has it, then its easily available to that server running the mod.
In quakeC its merely precaching the models, then calling a model based on the player's ".weapon" .
This can be done clientside in the engine yet, it takes a lil more tweaking by creating a temp entity each server frame for each player, based on the model's animation frame, since player.weapon isn't assigned to a entity. But this sux cause the run anim is shared..Last edited by R00k; 11-26-2007, 11:16 AM.
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