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Model Edit Commands


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5 replies to this topic

#1 Wireframe

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Posted 31 January 2011 - 07:54 PM

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

#2 Eliteone

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Posted 01 February 2011 - 01:07 AM

Welcome to the forum. One of our mappers should be able to help you with this question.

#3 Wireframe

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Posted 05 February 2011 - 07:28 AM

Do you know who the mappers are?
So I can personally ocntact them? Thanks anyhow.

#4 Eliteone

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Posted 05 February 2011 - 12:35 PM

URA
Spawn
Sgt. Pepper

Are a few of them. Surprised no one has responded to your question yet.

#5 URA

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Posted 05 February 2011 - 07:36 PM

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)

#6 ONYX

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Posted 06 February 2011 - 05:24 AM

Respect URA :fit:

Welcome to the forums Wireframe.......do ya play any of the NOLF series?

Edited by ONYX, 06 February 2011 - 05:26 AM.

{U} ONYX
Onyx is a cryptocrystalline form of quartz. The colors of its bands range from white to almost every color (not including shades such as purple, blue, or black). Commonly, specimens of onyx available contain colors of white, tan, and brown. Sardonyx is a variant in which the colored bands are sard (shades of red) rather than black.
(ABSOLUTELY NOTHING TO DO WITH POKOMON!)




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