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  • In here you will find the Maya 6 model and animation export Plugins. See the Maya documentation for information on how to setup ...
    4 KB (633 words) - 16:11, 7 August 2011
  • ...at Cod Engine does not thread animations on turrets, so there is no recoil animation. I would have to script every part of the xmodel to do this. I think it doe ...
    5 KB (727 words) - 21:41, 20 March 2011
  • ...e of what is possible with rotating objects. Movement in a map can provide animation and “life” to a map. ...
    5 KB (794 words) - 22:48, 22 February 2012
  • In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for inf ...
    5 KB (813 words) - 12:55, 30 January 2020
  • *Now that is done we need to add the animation for when the zombie reaches the window and then he climbs through! This is ...it) this allows us to correctly line up our window for a perfect wall_hop animation. ...
    17 KB (2,742 words) - 15:02, 27 December 2023
  • ...ugh the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you wil ...u can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo.}} ...
    19 KB (3,196 words) - 02:01, 23 August 2013
  • * [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • ...ugh the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you wil ...u can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo. ...
    21 KB (3,355 words) - 19:36, 31 December 2008
  • *Problems by throwing the head and helmet (if fitted) as 1 fps before animation, and although the player does not see it, there's a dead body lying on the ...
    6 KB (895 words) - 22:08, 9 February 2011
  • * [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • string script_animation // If defined, patrollers will play a random pause animation at this node. string script_spiderhole_anim // set the animation used to emerge from the spiderhole ...
    27 KB (4,229 words) - 15:09, 10 November 2008
  • ...ugh the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you wil ...u can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo. ...
    32 KB (4,684 words) - 17:48, 7 February 2012
  • ...starts with a header. After which you get a string list (model tag names, animation notetracks, maybe more; not always present). Followed by an index list. Thi ...
    14 KB (2,075 words) - 19:06, 10 March 2012
  • string script_animation // If defined, patrollers will play a random pause animation at this node. ...
    22 KB (3,363 words) - 15:34, 15 August 2009
  • '''Those animation are loaded in zm_levelcommon Fastfile meaning that they can be used in weap ...
    26 KB (5,313 words) - 00:39, 8 February 2017
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