I think what he meant is that there's a small chance that the conditions will change, like if you were not to buy your favorite because your friend wanted his favorite, rather than a spontaneous change in someone's tastes.The choice is randomly generated, but it is more probable that you will buy something wich you like, than if you would buy something that you don't like.Then you are saying that there is a chance I might decied buy something I loath and don't want to have? I want proof! You say alot of things but never give any proofs.
woahh....there you go...I'm not sure I know what you mean by this. Is your problem solved? If so, then hooray!
you need a medal for all this ... nice one dude
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$origin 0 0 65This will 'move' the model around until it's in the correct orientation. Of course, this origin value is for the pistol I was working on, and may not be what you need for your shotgun. Decompiling the Valve model and looking at their .QC will probably give you a more acurate value. You can edit the value to your liking from there!
$modelname weapons/v_Pistol.mdl(the skeletal animations are all named the same because I'm reanimating it)
$model "studio" "v_colt1911_MainReference2.smd"
$cdmaterials "models/Weapons/V_hand/"
$cdmaterials "models/Colt1911/"
$hboxset "default"
$attachment "muzzle" "ValveBiped.root3" 0.00 0.00 0.00 rotate 0 180 -180
$attachment "1" "ValveBiped.root4" -1.00 0.00 0.00 rotate -0 90 -180
$origin 0 0 65
$illumposition 12.972 0.702 -35.781
$sequence idle01 "v_colt1911_idle02" loop ACT_VM_IDLE 1 fps 30.00 node 0
$sequence idle01empty "v_colt1911_idle02" loop ACT_VM_IDLE_EMPTY 1 fps 30.00 node 0
$sequence fire "v_colt1911_idle02" SNAP ACT_VM_PRIMARYATTACK 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
}
$sequence fire1 "v_colt1911_idle02" SNAP ACT_VM_RECOIL1 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
}
$sequence fire2 "v_colt1911_idle02" SNAP ACT_VM_RECOIL2 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
}
$sequence fire3 "v_colt1911_idle02" SNAP ACT_VM_RECOIL3 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
}
$sequence fireempty "v_colt1911_idle02" ACT_VM_DRYFIRE 1 fps 30.00 node 2
$sequence draw "v_colt1911_idle02" snap ACT_VM_DRAW 1 fps 30.00 node 0
$sequence drawempty "v_colt1911_idle02" fps 30.00 node 0
$sequence reload "v_colt1911_idle02" SNAP ACT_VM_RELOAD 1 fps 30.00 node 0
$sequence holster "v_colt1911_idle02" snap ACT_VM_HOLSTER 1 fps 30.00 node 0
$sequence holsterempty "v_colt1911_idle02" snap ACT_VM_HOLSTER 1 fps 30.00 node 0
$sequence idletolow "v_colt1911_idle02" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition 0 1
$sequence lowtoidle "v_colt1911_idle02" ACT_VM_IDLE_TO_LOWERED 1 fps 30.00 transition 1 0
$sequence lowidle "v_colt1911_idle02" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node 1
does func_conveyer not exist in Source?Quoted from the link. Naturally, I assumed...
That's the entity you'd use in HL1