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Changing the skin of a weapon?

 
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Sun Jun 13, 2010 11:43 pm    Post subject: Changing the skin of a weapon? Reply with quote

Well, Instead of Having a weapon have some crazy animation when Changing, I thought a nice texture change would be nice. So here is My code


*
========================
Blaster sniper add-on
========================
*/
void() W_FireSniper =
{
local entity missile, mpuff;
self.currentammo = self.ammo_sniper = self.ammo_sniper -= 1;
sound (self, CHAN_WEAPON, "weapons/sniper.wav", 1, ATTN_NORM);
self.skin = 1;
self.punchangle_x = -3;

missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.classname = "Sniper";

// set missile speed

makevectors (self.v_angle);
missile.velocity = aim(self, 1000);
missile.velocity = missile.velocity * 10000;
missile.angles = vectoangles(missile.velocity);

missile.touch = BulletTouch;

// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;
missile.frame += 1;

setmodel (missile, "progs/sniper.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};

It is for My mod Prime, And I know I set up the texture to change when Shot(I will change it to change when you change weapons).

But basically, I want it to Change from skin 0, To skin 1.
So I tried
self.skin = 1;
Yes, I know I mixed up entities, And It did change my player color. But What is an entity for the weapon itself? It wouldn't be missile or mpuff would it?

Thanks alot,
Mexicouger
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Jun 13, 2010 11:56 pm    Post subject: Reply with quote

No, missile refers to the actual projectile, mpuff is an unused entity handle.

There is no way to change a weapon skin within the framework of normal quake, outside of switching the weapon model for a duplicate of the model your using with the alternate skin as the primary. (the other method requires using darkplaces or another engine with the required extensions to spawn the weapon model as a separate entity)

This does of course, suck. (/me want .weaponskin so badly)
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Mon Jun 14, 2010 12:50 am    Post subject: Reply with quote

Dang... I feared this....
Well, Even if there does become A solution, I am using psp Kurok engine. And changing models Screws up alot.
Isn't Changing models rather than Changing skin Bad? I mean, It has to precache Another model and Load it, When It could just load another skin..

Sigh...
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Jun 14, 2010 1:32 am    Post subject: Reply with quote

Mexicouger wrote:
Isn't Changing models rather than Changing skin Bad? I mean, It has to precache Another model and Load it, When It could just load another skin..


If it's a weapon model, then it should already be precached by the QuakeC code when you start a game. (or rather, you should be precaching it in your code.)

As for changing the model, it shouldn't be all that bad...I do it in Hellsmash for the blaster...
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Jun 14, 2010 1:55 am    Post subject: Reply with quote

yeah... .weaponskin is needed =(
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Mon Jun 14, 2010 7:38 am    Post subject: Reply with quote

I agree...I currently just keep a different .mdl handy : (
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