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 2 characters glasses with a 20% chance for the second type:
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

See also