Page 1 of 1

tik to tik

Posted: Sun Feb 10, 2008 5:11 am
by neillomax
I can't find my old file and TMT is down so I can't go over to look for the info, but is it attach or glue or paste........ ?......... and how do you do it please.

Posted: Sun Feb 10, 2008 7:05 am
by m0d hippY
I have no clue what you are talking about. Are you asking how to copy a tik file?

What is your attempt and what are you trying to accomplish?

1. If you're trying to do a mod from 1 game to another you need to make sure that the tik parameters are the same. You have to make sure that the models exist, and that any emitters\shaders that are linked to the model exist as well. This may not be the answer you're looking for, but unless you can clarify exactly what your doing, what the issue your having is, and what you're trying to attempt I'm sure I as well as others can give you a more concise answer.

Posted: Sun Feb 10, 2008 7:16 am
by neillomax
I'm sure if j-v reads this he'll know what I'm talking about. he gave me the answer once before.

I'm trying to attach a tik to a tik.................. like a bush to another tik object............. movable object.

I know it can be done. I once saw a bush attached to a bot but can't find that mod so I can't look at it to see if it will help me out either. Thanks anyways

Posted: Sun Feb 10, 2008 7:23 am
by m0d hippY
I don't have the EXACT mod like that, but I have a similar mod. It basically allowed me to attach a custom emitter I made to a model. The result was players running around on fire, or smoke emitting out of them or lightning emitting out of them.

Here is how I did it, maybe it could be of some minor help for you.

Code: Select all

init
{
	server
	{
		classname animate
		notsolid
		rendereffects +dontdraw
	}
	client
	{
			originemitter fire1
			(
				spawnrate 10.00
				model explosed2.spr
				alpha 0.50
				color 0.50 0.50 1.00
				varycolor
				life 2.00
				scalerate 0.50
				radius 10.00
				velocity 30.00
				accel 0.00 0.00 190.00
				friction 2.00
				offsetalongaxis crandom -2 crandom -2 crandom -2
				angles 0 0 crandom -30
				avelocity 0 0 crandom -20
				scalemin 0.50
				scalemax 2.00
				fade
			)

			originemitter fire2
			(
				spawnrate 10.00
				model sharpflame.spr
				color 0.50 1.00 1.00
				varycolor
				scale 5.00
				life 2.00
				scalerate 0.50
				velocity 23.00
				accel 0.00 0.00 300.00
				friction 1.00
				offsetalongaxis 0 crandom -20 range 7 -4
				angles 0 0 56
				avelocity 0 0 45
				fade
			)
	}
}
I'm sure jv_map can probably do a better job than I at this, but basically to attach another model I believe you can just do

model model/weapons/kar98.tik

something along those lines. Hope it helps some.

EDIT: try something like this

local.model = "models/weapons/bar.tik"
self attachmodel local.model"Bip01 L UpperArm rot" 0.2 "model" 1 -1 -1 -1 -1 ( o o o )$model.angles = (self.angles + ( 0 0 90 ))

Posted: Sun Feb 10, 2008 9:43 am
by jv_map
Yah those are all viable alternatives :) .

My personal favourite is:
(Entity a) attach (Entity b) (string tag_name) (int use_angles)

e.g.:

local.bot = spawn models/human/allied_airborne_soldier.tik
local.veg = spawn ..ehh.. some (non-static!) bush tik

local.veg attach local.bot "Bip01 Spine" 1

....

local.bot emotion disgust
wait 1.0
local.bot emotion anger
wait 1.0
local.bot emotion determined
local.veg detach