Thought it was unused. Oh well[R-DEV]piepieonline wrote:Yes, in the ninja kit
Aside from that, I don't believe so? Why..?
Updated front page, removed links, added 3d mine marker from other thread
Edit: Link is broken for 3d mine marker aargh
I haven't seen this tutorial used, thought to share. It's gamelogic.novehiclesomit for gamelogicinit.con. Never used it, so don't know it's pro's and con's.
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[b]"Its not dependent on the map but on the mod. A mod supporting the 'noVehicles' option from servers should have the 'gameLogic.noVehicleOmit <vehicle>' statements in the gamelogicinit.con like this:
gameLogic.noVehiclesOmit Ahe_ah1z
gameLogic.noVehiclesOmit Ahe_havoc
gameLogic.noVehiclesOmit Ahe_z10
gameLogic.noVehiclesOmit Air_f35b
gameLogic.noVehiclesOmit Air_j10
gameLogic.noVehiclesOmit Air_su30mkk
gameLogic.noVehiclesOmit Chthe_z8"
[/b]My priority above all else is to now get the weapons animations fluid using fadein and fadeout. Rather than wasting time researching about weapon weights, I decided to use phale's ones:
0.2-0.3 for pistols, 0.3-0.4 for assault rifles, carbines, and SMGs, etc., and 0.5+ for machine guns, sniper rifles, rocket launchers, etc.
Reason being
1) It wastes time and it's frustrating to cross reference every weapon (I already made a list of all weapon weights in a .doc)
2) Easier to decide what weight feels normal for the weapon and class, like insurgents because insurgents can be from poor backgrounds, making their handling of the AK-47 different than compared to a trained soldier
3) Also good for contributes to use when they are designing new weapons, instead of wasting time looking for weapon weights.
Now, the better question. What advantages do I get from these fadein, fadeouts?
-Smooth Transition of firing, zoom in and zoom out when walking
-Running Animation is transitioned slowly, giving a more realistic effect of weapon weight simulation
As soon as I get started on it, I will upload it.








