Why haven't the moderators stepped in on this addonmaker bitchfight?
Act like adults you two, and take it to pm's.![]()
Why haven't the moderators stepped in on this addonmaker bitchfight?
Act like adults you two, and take it to pm's.![]()
Ho just one more :
If my english is not perfect, or the words contains some errors, that are my nerves who begin to be agitated.
For those who that quarrels between our Team, is not them I present my excuses.
PicVert @ Broken head
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Dec. 30 2002,03:27)</td></tr><tr><td id="QUOTE">Why haven't the moderators stepped in on this addonmaker bitchfight?
Act like adults you two, and take it to pm's. ***[/QUOTE]<span id='postcolor'>
Tank you

Since our mod is someway involved here I also wanna drop some lines.
First of all, even "stealing" models will not excuse that scene that was shown here, folks remember: we are all civilized humans (well I guess), so please behave (that goes for both parties here) - I wonder why no admin has closed that topic allready.
"Swiss Army Mod" made a mistake and now tries to get it back in order which is good and for my part that "case" is closed. I could start here (again) a long presentation why or why not addonstealing is not good for the community, but I did that to often so I will save the time.
The other issue you should try to solve over pm, but also there please stay civilized (I hate flamewars), else we just get some "bad vibrations".
PS: Thanks PicVert for your effort for defending our model.
Incoming fire has the right of way.
well defending your model..... you can also call it that way.....
But at least it looks like this chapter could be closed now.
Some things still don't please me and i think PicVert should read Serpents text once again i think all the points PicVert mentioned are clearly stated in Serpents "statement", so theres no need for such poor "sentences":
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Sorry poor boy. Ho I forget tell to your Leader just boys use hurting words do you never have a dating....with a real woman....
[/QUOTE]<span id='postcolor'>
and some more things in the end......
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Act like adults you two, and take it to pm's. [/QUOTE]<span id='postcolor'>
We didnt brought this discussion in herei tried to get some info about a rocketlauncher nothing else........
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It's a humain nature...
[/QUOTE]<span id='postcolor'>
oh is it...... hey i think from now on i'm gonna dislike all the people whos name start with a "p".... its a human nature![]()
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I never, never, tell that, that was not an acusation [/QUOTE]<span id='postcolor'>
Sure you did......
Well if someone think he can't live with the fact were still discussing in here, bad luck m8![]()
[/url]
The forums are no place to discuss internal MOD team issues. Both of you should go back and edit your posts, deleting anything off-topic.
This is a very valuable thread and deserves to be unmolested by MOD team internal bickering.
In my opinion:
The manactReloadAT works with secondary because it is a series of commands for the secondary weapon.
The manactReloadMortar works with primary weapons because it is a series of commands for the primary.
These commands are in the cfgManActions classes and some other sections in the main config.cpp file. I'm sure the .rtm files get involved too.
So, basically, if you can make a new manaction using the two listed above as a guide, you may be able to use the reloadmortar on a secondary weapon.
If not, you may need to use that new animation editor to create a reloadmortar .rtm file for the secondary and define it in a new manaction class, then call it from the cfgWeapons class of the new rocket launcher. Lots of work but a great payoff.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">These commands are in the cfgManActions classes and some other sections in the main config.cpp file. I'm sure the .rtm files get involved too.
So, basically, if you can make a new manaction using the two listed above as a guide, you may be able to use the reloadmortar on a secondary weapon.
[/QUOTE]<span id='postcolor'>
I tried this already before but looks like the mortar thingy is formed out of 2 separate animations wich act like one, each of them has its own speed.... so i guess i had to merge those animation parts into one animation but i think it were not able to do this since my knowledge about the ofpanim tool isnt that big @TM
cy