I am currently developing a Mafia game and have a few questions.
first off since my game is a modern day mafia game it needs modern guns. I have gun map models set aside to use in the game but i have the problem of figuring out how to make the guns appear in the players hands like they do in FPS mode. if anyone knows how to do it or has some suggestions that would be helpful.
my second issue is the bullets after they are fired from the gun i need them to shoot from the gun, but i also want them to drop at a certain point like bullets do in real life, but i have no idea how to do this? any help or suggestions are welcome on this topic.
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adding hudguns to RPG
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- Member
- Posts: 49
- Joined: July 9th, 2012, 6:44 pm
- Name: Tyler Mangino
- IRC Username: ghostman1996
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Re: adding hudguns to RPG
I'm not sure if hudguns are functional in the 2.8.x release.
If they are, you can specify it with the r_item_use_hudmdl configuration command.
No tags from the model are currently used.
3rd person models (r_item_use_vwepmdl) using part_start and part_end tags for idle particle emissions ( r_item_use_idlefx )
If they are, you can specify it with the r_item_use_hudmdl configuration command.
No tags from the model are currently used.
3rd person models (r_item_use_vwepmdl) using part_start and part_end tags for idle particle emissions ( r_item_use_idlefx )
This is not a url, clicking it is pointless
- booboofinger
- Member
- Posts: 8
- Joined: January 2nd, 2014, 1:33 am
- Name: jon
Re: adding hudguns to RPG
At the risk of necro posting...
Did anyone find out for sure if guns and projectile weapons are possible in RPG mode?
Did anyone find out for sure if guns and projectile weapons are possible in RPG mode?
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- Member
- Posts: 49
- Joined: July 9th, 2012, 6:44 pm
- Name: Tyler Mangino
- IRC Username: ghostman1996
- Contact:
Re: adding hudguns to RPG
Yes projectile weapons are passable. You can code the gun and bullet similar to the bow and arrow in the default RPG map. To add the effect of the guns flash the bullet trail ,and impact can be coded in the effects folder. Unfortunately I do not have any example scripts yet but when I do I will post them.