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scenery linked to bipd
Posted: Sun May 06, 2007 4:27 pm
by blackdiamond
how can i get a scenery, or a mode linked to a bipd, or html, just to get somethine to stick on the the bipd, or html
Posted: Mon May 07, 2007 3:15 am
by xzodia
attach it via the HLMT
Posted: Mon May 07, 2007 7:35 am
by blackdiamond
say wha?
Posted: Mon May 07, 2007 7:42 am
by JacksonCougAr
so...
XD
I just had an awesome idea...
Posted: Mon May 07, 2007 8:01 am
by blackdiamond
i added the variation from the mode to it, but, uhhhh, nothing?
Posted: Mon May 07, 2007 10:52 am
by MilyardoX2
xzodia wrote:attach it via the HLMT
Posted: Tue May 08, 2007 5:00 am
by blackdiamond
what is via? explain how i attach the model, or scenery please to the bipd. and also how i can make sure i want it where i want it.
Posted: Tue May 08, 2007 7:54 am
by xzodia
Posted: Tue May 08, 2007 6:03 pm
by smokey
ummm you could change the plasma grenades html to whatever you want, and then make the explosion time like 10000000000000 so it wont blow up. Then it would stick.
Posted: Wed May 09, 2007 5:00 am
by turk645
smokey wrote:ummm you could change the plasma grenades html to whatever you want, and then make the explosion time like 10000000000000 so it wont blow up. Then it would stick.
no, just no. The link xzodia gave is probably going to be your best bet since i suck at explaining things, dont beleive me just look at my tuts.
Posted: Wed May 09, 2007 5:24 pm
by blackdiamond

i'm at a hotel about 12 hours from home on vacation, and the jacuzzi rocks!

so does the swimming pool anyways, that tutorial only shows
VEHICLE things. i cannot put an actual turret on a bipd, the game would probably freeze! and besides. i want a scenery on it, and 2, if i did the plasma nade thing, i'd have to throw it on my just right, plus change the phmo and coll mode, and null out and add shaders.any help is still appriciated though, guys

Posted: Wed May 09, 2007 5:58 pm
by xzodia
its the same principle
Posted: Thu May 10, 2007 5:26 am
by turk645
Its the SAME exact thing, you can attached turrets to bipds ive done it before. Actually i usually use the turret chunk from the hog whenever i attach stuff to anything. Hog's turret chunk is what i used to attach the flaming skull.
Posted: Mon May 14, 2007 11:02 am
by blackdiamond
so, i just, uhh, can someone tell me, i don''t understand the tutorial, it's confusing!!!

can someone tell me exactly what to do?
Posted: Tue May 15, 2007 3:58 am
by turk645
take the default variation chunk from the hog and overwrite the default of the chief. Then in the meta editor find the turret dependancy and change it to whatever you want to attach. Then just change the turret string id to flashlight, that way it attaches the thing where ever the flashlight marker of the chief is.
Posted: Tue May 15, 2007 8:41 am
by blackdiamond
but i want it on the mouth! is it possible to create our own markers?
Posted: Tue May 15, 2007 10:04 am
by turk645
if you want a new marker then just copy one from one model and paste it into the chiefs mode. If you just copy a chunk it makes a cross linked chunk and those are no fun.
Posted: Fri May 18, 2007 7:49 am
by blackdiamond
Wait, so what i half to do is
1. Take the default variation chunk from the hog and overwrite the default of the chief
2. Then in the meta editor find the turret dependancy and change it to whatever you want to attach
3. create my own marker, but how do i do that? in the model?
4. Then just change the turret string id to the marker I've made
ohh, and also, i want it to be ON the grunt not THE grunt, as in i dont want this model to be the grunt, but ON the grunt
Posted: Mon May 21, 2007 1:40 pm
by blackdiamond
i got the cigarrette into the grunt, but im using the grunt's head marker, and thats as close as i can get to the mouth. i tried bringing in other markers, but it didn't succeed. also, the cigarrette is messed up, it's bitmaps aernt showing up.
Posted: Mon May 28, 2007 1:16 pm
by blackdiamond
bump