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  1. #1
    HACKINGPIE's Avatar
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    Favela Opfor SpecOps body + head model on other maps?

    I am coding a mod that requires these models for the first skin. If possible, would there be a way to detach the ammo belt?

    I have tried the setmodel command but it will only work with models precached on that map.

    thanks
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  2. #2
    KickerOfAsses's Avatar
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    You can precache models yourself with mapedit.gsc, in init()
    Code:
    precacheModel( "model_name" );
    Don't know for sure if it only works in mapedit, probably works in whatever file you're coding the model in.

    I don't even know if you can make some models work on different maps. Those might be limited to a few maps. Quarry, Underpass, and Rundown all use the same militia models, I think.
    Last edited by KickerOfAsses; 12-17-2011 at 01:12 PM.

  3. #3
    HACKINGPIE's Avatar
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    Quote Originally Posted by KickerOfAsses View Post
    You can precache models yourself with mapedit.gsc, in init()
    Code:
    precacheModel( "model_name" );
    Don't know for sure if it only works in mapedit, probably works in whatever file you're coding the model in.

    I don't even know if you can make some models work on different maps. Those might be limited to a few maps. Quarry, Underpass, and Rundown all use the same militia models, I think.
    I precached it in rank.gsc under init(), but ingame when I try to apply the skin, it does not appear, but my skin changes to a model of FX at my feet. I tried this with 2 skins. That, I believe means that there was a problem loading the full model.
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  4. #4
    EpicPlayer's Avatar
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    It's impossible.

  5. #5
    HACKINGPIE's Avatar
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    Quote Originally Posted by EpicPlayer View Post
    It's impossible.
    And your reasoning for this is?
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  6. #6
    EpicPlayer's Avatar
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    Quote Originally Posted by HACKINGPIE View Post
    And your reasoning for this is?
    The models are stored into the map's specific fastfiles, not in a common fastfile...
    Precaching the model wont change anything, that just lets you use that model in the game's scripted parts.

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  8. #7
    HACKINGPIE's Avatar
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    Quote Originally Posted by EpicPlayer View Post
    The models are stored into the map's specific fastfiles, not in a common fastfile...
    Precaching the model wont change anything, that just lets you use that model in the game's scripted parts.
    if what you say is correct, you have saved me alot of hassle. thanks
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  9. #8
    mathieutje12's Avatar
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    Its true what he said. The only way to change this is on aIW2.

  10. #9
    EpicPlayer's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    The only way to change this is on aIW2.
    Yes but, only through hex editing, or by asking Ntauthority to put it in the next .dll update :P

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