+MODELSPIN?

Moderator: Graf Zahl

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BlazingPhoenix
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+MODELSPIN?

Post by BlazingPhoenix »

Is it possible to add in a +MODELSPIN to make models spin like the DoomsDay pickup models?
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Cutmanmike
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Post by Cutmanmike »

You could do it in ACS.
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BlazingPhoenix
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Post by BlazingPhoenix »

You don't get it...why would I want to tag a bunch of weapons and figure out how to do that when having a flag that does it is so much easier?
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Cutmanmike
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Post by Cutmanmike »

Silver Sonic wrote:You don't get it...why would I want to tag a bunch of weapons and figure out how to do that when having a flag that does it is so much easier?
Because it's not really important if you can do it anyway with not so much hassle.
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solarsnowfall
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Post by solarsnowfall »

If the tools are already there, learn how to use them, I always say...
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Enjay
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Post by Enjay »

Of course it can be done via ACS or something, but you can see the point of the request. The ability to put a single line in a MODELDEF lump and have the model always behave like you want, whenever you place it in a map (or spawn it, or have an enemy drop it) is far preferable to having to use tids and ACS every time. How many other effects are in decorate, for example, that could be done by ACS but which are far more convenient to do directly in the lump for defining the item?
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Nash
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Post by Nash »

With the current implementation, the only way you can achieve the model spinning is to manually edit the model file in a model editr and create an animation that makes it spin...
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solarsnowfall
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Post by solarsnowfall »

Enjay wrote:How many other effects are in decorate, for example, that could be done by ACS but which are far more convenient to do directly in the lump for defining the item?
Well recieved. I could take a less conservative stance I suppose, this isn't as bad as many of the other requests I've seen come through here.
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Graf Zahl
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Post by Graf Zahl »

I'll add this when I do the real model definitions. This is something that has real use and is not some lame attempt to transfer some own work to the engine (if it was it's be tagged 'no' already.)
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Paul
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Post by Paul »

If so, could you also add a modelspinspeed paremeter that changes the rotation speed? This would be useful for stuff like fans.
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Graf Zahl
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Post by Graf Zahl »

Sure. Why not?
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BlazingPhoenix
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Post by BlazingPhoenix »

Thank you Graf :)
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Cutmanmike
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Post by Cutmanmike »

Ack. For sure I thought this was being too specific!

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