How to add new heads to human grunts ? Created 2 years ago2022-08-26 18:07:33 UTC by ThreeSabers1234 ThreeSabers1234

Created 2 years ago2022-08-26 18:07:33 UTC by ThreeSabers1234 ThreeSabers1234

Posted 2 years ago2022-08-26 18:07:33 UTC Post #346812
So, i have checked model editing tutorial on this site, added heads to the hgrunt model but how do i make them show in jackhammer editor so then i can see them ingame?
Posted 2 years ago2022-08-26 21:18:06 UTC Post #346813
Turn SmartEdit off, change "body" value to 0, 1, 2, etc...
Posted 2 years ago2022-08-27 18:20:36 UTC Post #346817
It seems to be working now, but i noticed that sometimes it displays the wrong heads for example i wrote body value 6, in the editor it shows the correct head, but when i load the map it will be default grunt or commander head, but it happens not all the time. So yeah, when i put soldiers in the map with all new heads i added (altogether 5 new heads) one of them always magically turns into commander grunt! If you know how to fix it explain please.
Posted 2 years ago2022-08-29 21:06:55 UTC Post #346821
I'm afraid it's not just as simple as adding new submodels to the model and then editing the FGD. This will only make a difference in the editor, not the game engine. The hgrunt model heads are tied to the weapon selection or role in the game's code:

Submodel 0: Gasmask is used when the weapon assigned is the MP5
Submodel 1: Commander is used for squad leaders, regardless of weapon
Submodel 2: Ski Mask is used for shotgunners
Submodel 3: Cigar is used for MP5 with Grenade Launcher

Long story short, if you want to be able to select the grunts head irrespective of their weapon selection like in Opposing Force then you're going to need to go in and edit their code.
monster_urby monster_urbyGoldsourcerer
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