Faulk_Wulf
Newbie
- Joined
- Nov 21, 2004
- Messages
- 166
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Hello. This is a fairly simple request. If you look where the HL2 models are, you will see a model called "soldier_stripped.mdl" (with only one animation: "autopsy".) Now I don't know what his skeleton structure is (ie: bone names), and I don't know if all HL2 models have the same skeletons or not, but here is the request: Take this model and give him either-
A) The npc_citizen animations
or
B) The npc_combine_s animations.
And that's all. All this new model has to do is be able to run these animations through scripted_sequence(s) and ragdoll upon death (via monster_generic). I would prefer using the npc_citizen animations because they have some sitting ones, which I have some use for with him.
That's the request: Take "soldier_stripped.mdl" and give him "npc_citizen" animations that can be used through "mosnter_generic" and "scripted_sequence".
Thanks if anyone takes this up.
---
Extra: The plan for this guy is to make him a mysterious super-soldier that the play has to fight. I was just going to parent a weapon_smg (or whatever) to him, and kill the heirachy on death to drop the weapon. Still working out the shooting thing. Probably rig some env_gunfire. I dunno yet, but I'll make it work.
A) The npc_citizen animations
or
B) The npc_combine_s animations.
And that's all. All this new model has to do is be able to run these animations through scripted_sequence(s) and ragdoll upon death (via monster_generic). I would prefer using the npc_citizen animations because they have some sitting ones, which I have some use for with him.
That's the request: Take "soldier_stripped.mdl" and give him "npc_citizen" animations that can be used through "mosnter_generic" and "scripted_sequence".
Thanks if anyone takes this up.
---
Extra: The plan for this guy is to make him a mysterious super-soldier that the play has to fight. I was just going to parent a weapon_smg (or whatever) to him, and kill the heirachy on death to drop the weapon. Still working out the shooting thing. Probably rig some env_gunfire. I dunno yet, but I'll make it work.