A possibly extremely asked question

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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

Its not done yet, it just spawns the hat.
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

SpecX wrote:Red, I would like to try out the hat.
You should really stop demanding, its kinda rude and it wouldn't hurt saying 'please' too :ney:
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chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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Re: A possibly extremely asked question

Post by DeletedUser_220603 »

~DJ~ wrote: You should really stop demanding, its kinda rude and it wouldn't hurt saying 'please' too :ney:
No needs – mind your own business and stay out of my way.
I already got the files.
Last edited by DeletedUser_220603 on 21 Apr 2013, 17:07, edited 1 time in total.
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

SpecX wrote: No need – mind your own business and stay out of my way.
I already got the files.
Yeah, proves my point. Jerk.
@Red, you should try this code maybe, as well..
Spoiler: COEDED

Code: Select all

                Crown = Spawn(class'Crown.Crown',,,Owner.Location + 0 * vector(Owner.Rotation));
                if(Crown != None)
                {
                                Crown.BaseEyeHeight=40.000000;
                                Crown.SetOwner(Owner);
                                Crown.SetPhysics(PHYS_Trailer);
                                broadcastMessage("Crown attached.. somewhere in the body.. to the player"@owner$" Physics:"@Crown.Physics$);
                }
mess around with broadcastMessage if it doesn't work.. :o
Last edited by ~DJ~ on 19 Apr 2013, 09:46, edited 1 time in total.
That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

~DJ~ wrote:
SpecX wrote: No need – mind your own business and stay out of my way.
I already got the files.
Yeah, proves my point. Jerk.
@Red, you should try this code maybe, as well..
Spoiler: COEDED

Code: Select all

                Crown = Spawn(class'Crown.Crown',,,Owner.Location + 0 * vector(Owner.Rotation));
                if(Crown != None)
                {
                                Crown.BaseEyeHeight=40.000000;
                                Crown.SetOwner(Owner);
                                Crown.SetPhysics(PHYS_Trailer);
                                broadcastMessage("Crown attached.. somewhere in the body.. to the player"@owner$" Physics:"@Crown.Physics$);
                }
mess around with broadcastMessage if it doesn't work.. :o
i *loving* LOVE YOU
IT WORKED, well the hat stays on the player BUT its attached to its butt XD
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

:bwahaha:

Well, you can have a go on various tweaks to fix that, but I'd suggest solving it by messing around with the model file instead.. so what you do is, open it up, the Crown model, (probably Crown.3ds or something similar?) and select all of it and move it a little upward.. save, and export it.. then replace it with the existing version.. compile, next go ingame and check, see if it's on the right place.. it's gonna be trial and error so keep on doing till you're satisfied.
...once you've done it though, there are other problems such as when the player is crouched.. or other animations which will look buggy.. so for that you could have checks in the Tick function, and probably do something else..
(should also mention that there are better methods to 'attach' models, and better methods overall, as in using a decoration instead of a weapon that summons it.. anyhow the better methods to 'attach' would be something similar to how you lift objects/decorations, like crates or so.. all done on Decoration, so look into that maybe, too.... that might help you solve the other issues I just mentioned..)

GOOD LUCK. :-D
That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
atrey65789
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Re: A possibly extremely asked question

Post by atrey65789 »

If it is on the butt, you can increase the base eye height.
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Re: A possibly extremely asked question

Post by ~Blade~ »

what what
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Re: A possibly extremely asked question

Post by atrey65789 »

~Blade~ wrote:what what
stay on topic, please.
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

in the butt butt!!!!!!!!!!!!!!

but srsly though first fix the model, THEN do shizz with BaseEyeHeight, reduce it on a tick or so when crouching etc.
Last edited by ~DJ~ on 22 Apr 2013, 01:56, edited 1 time in total.
That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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Re: A possibly extremely asked question

Post by Psycho »

atrey65789 wrote:
~Blade~ wrote:what what
stay on topic, please.
It's annoying when you say that.
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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

atrey65789 wrote:
~Blade~ wrote:what what
stay on topic, please.
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http://www.youtube.com/watch?v=fbGkxcY7YFU
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Re: A possibly extremely asked question

Post by RedDynasty »

ok, since exams are over i have time to work on this. I increased the Z cords in on the crown model and exported it as a 3ds. But since i havent done this in quite a while, i forgot how do i go from a 3ds to "modelname"_a.3d and "modelname"_d.3d
Or if that doesnt work out, DJ could you explain what other ways of attaching are?
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~DJ~
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Re: A possibly extremely asked question

Post by ~DJ~ »

huh, when did you post this? I must've missed it. :oops:

You get those two formats by exporting? but you just stated that you "exported".. so what format did you exported at?
There's a Milkshape plugin to directly convert your files into that, and if you're using 3ds max, well then there's 3ds2unre/dx. I think it's mentioned on this very own thread, by me too I think, so look at the old posts... or you could just Google a bit.. I think.

Attaching through different ways? well there obviously can be many ways, but if you're not having any real trouble with this method then I suggest sticking to it, for the time being.
That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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RedDynasty
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Re: A possibly extremely asked question

Post by RedDynasty »

i have 3ds2dx, but it doesnt work. It doesnt convert the files.
And forgot to say that when i walk the crown looks ok( aside from being on the butt, its pointed upwards) but when i stand still it rotates 90 degrees downwards, making it sideways. I think this can be fixed by have a better attachment( i was thinking doing the same as pawns detect the head and shoot at it, you know like the bool baimforhead)
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