Spirit - Custom model on hgrunt_repel Created 15 years ago2008-06-26 17:14:46 UTC by Sajo Sajo

Created 15 years ago2008-06-26 17:14:46 UTC by Sajo Sajo

Posted 15 years ago2008-06-26 17:14:46 UTC Post #251853
I dont know if anyone tried this before, when I set a custom model on a hgrunt_repel entity (monster). It doesn't appears... It works perfectly on all other monster entities. How can I set a custom model on a hgrunt_repel?

note: The custom model is a re-skinned hgrunt.
Posted 15 years ago2008-06-26 18:01:41 UTC Post #251856
Judging from Spirit's code - there's no custom model feature implemented in the monster. Some simple coding additions would fix it - go for that.
Daubster DaubsterVault Dweller
Posted 15 years ago2008-06-27 05:29:03 UTC Post #251868
Coding? :(
I was mapping for hl2d (Flat-Life)
I guess, I have to ask chickenfist for it.
Posted 15 years ago2008-06-27 15:29:56 UTC Post #251884
daubster, there is a option to use a different model for the monster_ entities, just create a monster_repelling_grunt or whatever, and in the properties, look for the following: "Model (e.g. models/can.mdl)", then just click on the "..." button next to the blank square.

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Posted 15 years ago2008-06-27 16:02:11 UTC Post #251887
Daubster was talking about the engines code yodalman. Not the Hammer FDG.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2008-06-27 16:28:39 UTC Post #251896
huh??? i don't think i understand, from my point of view, it looks like daubster says theres no feature for a custom model in the monster "monster_grunt_repel", but there is.... or do you mean theres only the option to use custom model for it in fgd, but it won't work ingame because the mod doesn't support custom models for the repelling grunt?
Posted 15 years ago2008-06-28 07:43:44 UTC Post #251932
Exactly.
Daubster DaubsterVault Dweller
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