Post: Changing Real Dogs Model To Something else?
03-25-2016, 12:51 AM #1
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03-25-2016, 01:01 AM #2
ItsShockwave
Pokemon Trainer
Talk to me on skype, I think I just found out everything you need to know
03-25-2016, 02:55 AM #3
DF_AUS
NextGenUpdate Elite
dog setModel(code)
03-25-2016, 03:39 AM #4
You forgot to add what dog actually equal to

Here use this code and you can do many models no issues

ChangeDogModel(dogmodel)

{
node = getclosest( trace["position"], nodes );
dog = dog_manager_spawn_dog( self, self.team, node, 5 );
dog setmodel(dogmodel);

}

Put in the menu by

::ChangeDogModel, "MODEL NAME");

Example

self add_option("account_sub", "Default Actor Dog", ::ChangeDogModel, "defaultactor");
03-25-2016, 03:50 AM #5
DF_AUS
NextGenUpdate Elite
yup,it certainly does work Smile

Or you can call the model via the toggle like this...

    
Change_K9_Model()
{
if (self.dogModel == false)
{
self.dogModel = true;
self thread ModelDog("defaultactor");
self iPrintlnbold("Dog Model: [^2Enabled^7]");
}
else
{
self.dogModel = false;
//self notify();
self iprintln("Dog Model: [^1Disabled^7]");
}

ModelDog(model)
{
//K9 function
// add "dog setmodel(Model);"
}
03-25-2016, 03:54 AM #6
Im_YouViolateMe
NextGenUpdate Elite
Originally posted by TheNiceUb3r View Post
You forgot to add what dog actually equal to

Here use this code and you can do many models no issues

ChangeDogModel(dogmodel)

{
dog = dog_manager_spawn_dog( self, self.team, node, 5 );
dog setmodel(dogmodel);

}

Put in the menu by

::ChangeDogModel, "MODEL NAME");

Example

self add_option("account_sub", "Default Actor Dog", ::ChangeDogModel, "defaultactor");


You forgot to define what node is.

And also something to mention, if you want to change the model of all the dogs currently on the map, you could get an ent array of all entities with a targetname of "dog" (I think that's what it is) and then just call setModel on those entities

The following user thanked Im_YouViolateMe for this useful post:

DF_AUS
03-25-2016, 05:02 AM #7
This only changes it for the host it seems

Lel I am dumb :P
03-25-2016, 10:59 PM #8
Ive done dog models this way

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

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

dogs = dog_manager_get_dogs();

foreach( dog in dogs )
{
dog setmodel("defaultactor");
dog SetEnemyModel("defaultactor");
}
}
03-26-2016, 01:54 AM #9
Originally posted by Terrorize
Ive done dog models this way

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

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

dogs = dog_manager_get_dogs();

foreach( dog in dogs )
{
dog setmodel("defaultactor");
dog SetEnemyModel("defaultactor");
}
}


And that keeps all the dogs models changing or?
03-26-2016, 08:56 PM #10
Originally posted by TheNiceUb3r View Post
And that keeps all the dogs models changing or?


It should its been awhile since i played with that function but i quit because i never got the

    
self.animTree = "dog.atr";
self.type = "dog";


Working so the dog models always looked funny

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