Post: Attaching Fx To Dogs?
03-23-2016, 10:15 PM #1
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03-24-2016, 07:05 AM #11
DF_AUS
NextGenUpdate Elite
Originally posted by TheNiceUb3r View Post
Yeah I see how its being done I am gonna try to make it so I can do multiples and maybe make some cool stuff, Thanks for posting it though I understood how to do it to self and what not but that I would have never got, Next up I try to figure out how to attach myself to a dog and how to use tomahawk aimbot loll


Cool,you can "link()" a k9 to self or a self.model to a K9 Smile
03-24-2016, 07:06 AM #12
Originally posted by AUS View Post
Cool,you can "link()" a k9 to self or a self.model to a K9 Smile


Wait what, How the hell, I have been trying to GRR lol
03-24-2016, 07:09 AM #13
DF_AUS
NextGenUpdate Elite
Originally posted by TheNiceUb3r View Post
Wait what, How the hell, I have been trying to GRR lol


I have it in my menu on my YT channel,kinda looks like a man riding a horse
03-24-2016, 07:10 AM #14
Originally posted by AUS View Post
I have it in my menu on my YT channel,kinda looks like a man riding a horse


God damnit now ill be up all night trying to figure this one out lol
03-24-2016, 07:12 AM #15
DF_AUS
NextGenUpdate Elite
Originally posted by TheNiceUb3r View Post
God damnit now ill be up all night trying to figure this one out lol


Ill pm you my function
03-24-2016, 07:12 AM #16
Originally posted by AUS View Post
Ill pm you my function


O well thanks bae <3, Smile
03-24-2016, 01:30 PM #17
Originally posted by MossyWave View Post
Attaching Fx To Dogs?


Originally posted by AUS View Post
    
spawnFXK9()
{
self endon("disconnect");
self endon("death");

for(;Winky Winky
{
self thread closeMenu();
self waittill ("weapon_fired");

dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;

if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}

direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();

scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );

nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );

if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "Spawning FX K9 at your crosshair position" );
node = getclosest( trace["position"], nodes );
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
level.waypointRed = loadFX("misc/fx_equip_tac_insert_light_red");
dog = dog_manager_spawn_dog( self, self.team, node, 5 );
playFxOnTag(level.waypointGreen,dog,"J_Head");
playFxOnTag(level.waypointRed,dog,"J_Head");
}
}


You can attach different FX/models to different bone meshes,that is just an example Smile


I Do Dog Models This Way it works for Fx to but only does the Fx once wont thread not sure why didnt mess with it too much

    
#include maps/mp/killstreaks/_dogs;

precacheModel("defaultactor");


Test21()
{
if(self.Test21 == false)
{
self.Test21 = true;
self iPrintln("Dog Test ^2On");
self thread DoggyStyle();
}
else
{
self.Test21 = false;
self iPrintln("Dog Test ^1Off");
level notify("Dog_Test_Done");
}
}

DoggyStyle()
{
self endon("Dog_Test_Done");
self endon("disconnect");

dogs = dog_manager_get_dogs();

foreach( dog in dogs )
{
dog setmodel("defaultactor");
dog SetEnemyModel("defaultactor");
playFx( level._effect["prox_grenade_player_shock"], dog getTagOrigin( "j_head" ) );
}
}

03-24-2016, 03:51 PM #18
MrMoan
Big Daddy
Originally posted by AUS View Post
Ill pm you my function


Aww send me code to babe

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