Body Groups: Difference between revisions
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This example has two body groups numbered 0 and 1. Group 0 uses a single mesh and group 1 can be a visible glasses model (state 0) or invisible (state 1). | This example has two body groups numbered 0 and 1. Group 0 uses a single mesh and group 1 can be a visible glasses model (state 0) or invisible (state 1). | ||
To change a body group's state simply call CBaseAnimating::SetBodygroup( int iGroup, int iValue ) in server code. For example, this would randomly give 1 out of | To change a body group's state simply call CBaseAnimating::SetBodygroup( int iGroup, int iValue ) in server code. For example, this would randomly give 1 out of 5 characters glasses: | ||
SetBodyGroup( 1, ( RandInt( 1, 5 ) == 1 )?1:0 ); | SetBodyGroup( 1, ( RandInt( 1, 5 ) == 1 )?1:0 ); |
Revision as of 21:06, 15 November 2005
Body Groups
Body Groups are sub meshes of a model that can have changable states. Server code can change the state a model's body groups.
To define a body groups, you need to add a lines in the .qc file.
$bodygroup (name) { studio (modelname) ["studio" modelname] [blank] }
For example (a single .mdl could be used for characters with and without glasses):
$bodygroup studio { studio "dude.smd" } $bodygroup eyewear { studio "glasses.smd" blank }
This example has two body groups numbered 0 and 1. Group 0 uses a single mesh and group 1 can be a visible glasses model (state 0) or invisible (state 1).
To change a body group's state simply call CBaseAnimating::SetBodygroup( int iGroup, int iValue ) in server code. For example, this would randomly give 1 out of 5 characters glasses:
SetBodyGroup( 1, ( RandInt( 1, 5 ) == 1 )?1:0 );
Calculating the Bodygroup Integer
Todo: content