Wireframe Posted February 1, 2011 Share Posted February 1, 2011 Hello everyone, My name is Morgan. I just registered for this forum and it seems like a pretty friendly enviroment. I could not find a section for it but my question is relating Model Edit. I would like a list of all the Model Edit command strings and what they do please. I am animating a gun and I want to know all the commands for animations. Please give me as many as you can. Thank you, Wireframe Quote Link to comment Share on other sites More sharing options...
Eliteone Posted February 1, 2011 Share Posted February 1, 2011 Welcome to the forum. One of our mappers should be able to help you with this question. Quote Link to comment Share on other sites More sharing options...
Wireframe Posted February 5, 2011 Author Share Posted February 5, 2011 Do you know who the mappers are? So I can personally ocntact them? Thanks anyhow. Quote Link to comment Share on other sites More sharing options...
Eliteone Posted February 5, 2011 Share Posted February 5, 2011 URA Spawn Sgt. Pepper Are a few of them. Surprised no one has responded to your question yet. Quote Link to comment Share on other sites More sharing options...
URA Posted February 6, 2011 Share Posted February 6, 2011 From the Contract JACK documentation, Adding and Modifying Weapons FIRE_KEY - Only valid in prefire, fire and postfire animations. Lets the weapon know when to fire. SOUND_KEY (integer) Tells the weapon to play a sound that is associated with the given number. Valid numbers and their mapping to the sound files in the weapon definition (weapons.txt) are: 1 – ReloadSnd 2 – ReloadSnd2 3 – ReloadSnd3 4 – SelectSnd 5 – DeselectSnd 6 – FireSnd 7 – DryFireSnd 8 – AltFireSnd 9 – SilencedFireSnd 10 – MiscSnd1 11 – MiscSnd2 12 – MiscSnd3 13 – MiscSnd4 14 – MiscSnd5 BUTE_SOUND_KEY (string) Tells the weapon to play a buted sound of the given name. (see soundbutes.txt for more info on soundbutes) LOOP_SOUND_KEY (integer) - Every SMG & AR in NOLF2/CJ uses this to loop a fire sound, it can be used for anything, I used it for the hum sound for my Lightsaber. Same as SOUND_KEY except the sound will begin to loop. To stop the looping sound use the frame string “LOOP_SOUND_KEY stop”. Usually you want the sound to begin looping during its prefire animation and stop during its postfire animation. FX (string) - I used this for my Lightsaber beam effect in another game mod. Play the specifed FxEd created fx. FIREFX_KEY (string) - This can be used to play a left and right muzzle flash effect on a dual weapon. Fires the weapon and plays the specified FxEd create FX. Same as doing “FIRE_KEY; FIREFX_KEY (fx name)” FLASHLIGHT (string) - NOLF2's Keychain light and my Lightsaber use this for the light effect. Lets the weapon turn the flashlight on and off. Valid strings: ON OFF DEFLECT (float) When a weapon hits this key it specifies the time, in seconds, that this weapon can deflect hits from other weapons that are deflecting. HIDE_PIECE_KEY (string) - Some NOLF2/CJ weapons like the AK-47 use this to hide the right hand when it's not in view. Sets the specified piece name invisible. SHOW_PIECE_KEY (string) Sets the specified piece name visible again. HIDE_PVATTACHFX (integer) Hides specifed PVAttachFXName# on the weapon SHOW_PVATTACHFX (integer) - I used this for my Lightsaber's beam effect in my CJ & NOLF2 mods. Shows the specified PVAttachFXName#. HIDE_PVATTACHMENT (integer) Hides the specified PlayerViewAttachmentX (set on a per player model basis. See modelbutes.txt for more info) SHOW_PVATTACHMENT (integer) Shows the specified PlayerViewAttachmentX. (set on a per player model basis. See modelbutes.txt for more info) Quote Link to comment Share on other sites More sharing options...
ONYX Posted February 6, 2011 Share Posted February 6, 2011 (edited) Respect URA Welcome to the forums Wireframe.......do ya play any of the NOLF series? Edited February 6, 2011 by ONYX Quote Link to comment Share on other sites More sharing options...
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