Hello people, i heard you lovely lovely people have worked out how to put footprints dynamicly as players (NPC's) run about
Dont suppose you can help i guy out and point be in the right direction
we've been trying it for some time but now luck, ive found the incomplete code in the SDK but i dont know how to use it cause of all the missing varibles that the function(s) use,
so can you guys help me out...
Our mod!
http://subvertus.ahl2mod.net/
Dynamic Foot prints
Re: Dynamic Foot prints
I have been watching your mod I want your reskin!Taiwo wrote:Hello people, i heard you lovely lovely people have worked out how to put footprints dynamicly as players (NPC's) run about
Dont suppose you can help i guy out and point be in the right direction
we've been trying it for some time but now luck, ive found the incomplete code in the SDK but i dont know how to use it cause of all the missing varibles that the function(s) use,
so can you guys help me out...
Our mod!
http://subvertus.ahl2mod.net/
I dont have the code open right now but its pretty basic. You call the plant footprint function or w/e its called and pass in weather its left or right with a simple bool. The function then calculates the vector out and down depending on which foot its trying to plant and does a decal trace to the floor.
The code is pretty much all there.
Personally I dont really like it. I think since Valve have given us the abuility to use make collisionless displacements it would be better to just throw some snow models up around the players feet. There would be two displacments, one solid one not. The player would look like hes walking through some deep snow.
The code is pretty much all there.
Personally I dont really like it. I think since Valve have given us the abuility to use make collisionless displacements it would be better to just throw some snow models up around the players feet. There would be two displacments, one solid one not. The player would look like hes walking through some deep snow.
Its going to take you some work, but its still pretty damn easy.Taiwo wrote:Are you using the MP base, cause we're using the SP base, and the footprint code it baiscly rubbish
most ot the varibles it contains arnt in said classes anymore, although most of them i can work out
but one of which i cant is "prev->angles", i dunno what to do with this...
Even more so on SP.