[sprite] mg42 overheat
Walker
10-16-2003, 09:57 PM
i think it is unrealistic for it to show how hot the mg42 barrel gets when fired. i think that the weapon should begin to smoke once it gets to the point of overheating. is there any way to get rid of that "thermometer" and make the weapon smoke when it overheats? this would add realism to the game and make it more interesting to use the mg42.
Billie|Joe
10-16-2003, 10:02 PM
sry, i can't help you there... but just a suggestion.....why not make one huge thread about your requests instead of a lot of threads:confused:
Walker
10-16-2003, 10:07 PM
because they deal with different things like sprites, models, animations, etc. its not like im begging people to do what i post... im just suggesting things for people that enjoy modding for day of defeat based on what i would like to see in the game.
Ikujinonai
10-16-2003, 10:28 PM
It's not possible. You can only remove the thermometer.
Walker
10-16-2003, 10:42 PM
thanks... i guess that wont be necessary if you cant make it smoke.
Marauder
10-17-2003, 08:19 AM
Correct me if I'm wrong, but didn't someone say they had a new overheat sprite in 1.1?
Buzzbee
10-21-2003, 11:13 PM
Originally posted by Marauder
Correct me if I'm wrong, but didn't someone say they had a new overheat sprite in 1.1? i heard the same thing
Sly Assassin
10-22-2003, 05:11 AM
yer in 1.1 the MG-42 will cook off, ie have smoke coming off the barrel when it overheats etc. Wonder what it will look like with rain hitting it?
Walker
10-22-2003, 11:39 AM
awesome... thats what i was asking about in the first place and im glad it will be in the game for 1.1... by the way when is that going to be released?
MaRzY
10-25-2003, 12:42 AM
It could be made to work by using muzzleflash3 sprite which dod does not use. Make this a smoke sprite and attach it to a bone in the QC file and call it up through a sequence using an event. The only problem being that there is no overheat sequence, so you would probably have to attach it to an idle anim, so it would not work 100% because everytime that idle anim kicked in you would have smoke coming from the weapon, which thinking about it might not look to bad.
So to a degree it's quite possible.
Ikujinonai
10-25-2003, 01:36 AM
But wouldn't that not work, because when using event 5031 (or whatever number it is... the one that would call for muzzleflash3) you'd only get to see the smoke effect for a split-second?
MaRzY
10-25-2003, 01:49 AM
I don't know, if you make the muzzle flash sprite longer, say as long as the idle anim or close, would you not see it then.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.