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Changing Player model
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Mon Feb 01, 2010 5:23 am    Post subject: Changing Player model Reply with quote

I have the chasecam added from the tutorial in the tutorial section, how would i make it so when it goes into chasecam, it also changed the player model, and back to the origonal when not in chasecam?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Feb 01, 2010 12:34 pm    Post subject: Reply with quote

setmodel (self, "progs/eyes.mdl");

setmodel (self, "progs/player.mdl");

setmodel (self, "progs/whatever.mdl");
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Mon Feb 01, 2010 12:56 pm    Post subject: Reply with quote

i did that, well on the impulse, should i do it in the chasecam function?
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Mon Feb 01, 2010 1:06 pm    Post subject: Reply with quote

Don't use setmodel. Use modelindex, otherwise hulls will break and the player will clip through walls and stuff.

Check client.qc for how it's done with the ring powerup.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Feb 01, 2010 2:11 pm    Post subject: Reply with quote

if you use setmodel you should follow it up with setsize too, otherwise your player will fall into the floor and changing it back will make them stick (The mins size is used to offset the hull).
Changing the modelindex directly means that any checks against the player's model name still work.
Either way, the ring code will overwrite your new modelindex every single frame.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Tue Feb 02, 2010 3:09 am    Post subject: Reply with quote

nothing happens, i did baker's way, i put that on impulse 15, and then when i messed with player index i got some really weird results....
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ceriux



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

PostPosted: Tue Feb 02, 2010 4:52 am    Post subject: Reply with quote

look at the invis code the way they do it is what you need to do. modelindex is the only proper way i know of to set a model.
maybe try seeing if your new models are precahed?
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Tue Feb 02, 2010 5:15 am    Post subject: Reply with quote

My model was precached. What should i do since weapons.qc comes before client.qc? and that is one huge function, i only need a little bit form it, what would i do then?
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ceriux



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

PostPosted: Tue Feb 02, 2010 5:54 am    Post subject: Reply with quote

first tell me what your trying to change specifically and how? are you just trying to make a menu to choose different models from using impulses? ill take a look at the code and see what i come up with.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Tue Feb 02, 2010 8:46 am    Post subject: Reply with quote

Ghost_Fang wrote:
nothing happens, i did baker's way, i put that on impulse 15, and then when i messed with player index i got some really weird results....


Look at PutClientInServer for how it's done. Also, delete the CheckPowersups() line in client.qc.
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LonePossum.



Joined: 02 Nov 2009
Posts: 38

PostPosted: Tue Feb 02, 2010 10:04 am    Post subject: Reply with quote

I believe from my understanding he was to Press and Impulse which switches the player model to a different model and goes into chasecam at the same time and then he wants to press the button again for it to switch back into firstperson and switch the player model back to the origianal model it switched from.

Another thing is that it must also reduce how tall the player is called. and then switch back to regular height.

This is not neccesary to do at this stage he is just wanting to get the switching into chasecam with the model change and switching back sorted out.

Hope that clears it up, I thought he said it rather straight forward.

Peace.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Tue Feb 02, 2010 12:11 pm    Post subject: Reply with quote

Changing size won't work if you're thinking of crouching in Q1BSP anyway.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Feb 02, 2010 2:30 pm    Post subject: Reply with quote

If you ever change the player size, first use something to detect if that new box are valid points (not inside a solid), or you character will get stuck. DP as a special builtin to check solids inside "box's" (tracebox?)
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Feb 03, 2010 4:33 am    Post subject: Reply with quote

OK.... this is wat i want:

if (self.impulse == 15)
{
ccam();
and whatever i gotta do to change the player model here
}

ccam(); is done and working, i followed the tut from the tut section.

I did look at the invisible function in the powerups, and i didnt learn squat, i tried "setmodel (self, "progs/mball.mdl") and nothing happened

I do also want the hitbox size to change also, because its gona be a morphball just like in metroid prime (cause thats wat it is lol) so you can fit into smaller places.
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ceriux



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

PostPosted: Wed Feb 03, 2010 9:04 am    Post subject: Reply with quote

hmm, honestly im not sure if thats 100% possible (the hitbox thing idk. if im wrong someone correct me.). ill check into all of that. i got some coding for someone to do tomorrow. ill see about squeezing in time to see if i can replicate your code and get it all working, if i do ill post up how and explain everything.
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