Added support for model with multiple skins (model_skin_index class attribute). Compiles, but not tested.
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@ -1138,11 +1138,28 @@ the admin-only flag in the <span class="code">flags</span> attribute.</p>
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players.</td>
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</tr>
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</table></blockquote>
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<p><strong>Warning:</strong> If specifying a model path here, remember to add a
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matching model entry in the model config file (models.txt), or you will get an error
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about model was not precached. In worst case the server will crash.</p>
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</td>
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</tr>
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<tr>
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<td class="commandheader">alpha_spawn</td>
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<td class="commandheader">model_skin_index</td>
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<td class="commandheader">number</td>
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<td class="commandheader">0 - <em>last skin index</em></td>
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</tr>
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<tr>
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<td class="indent" colspan="3">
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<p>The model skin index to use if the model support multiple skins. First skin is 0.</p>
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<p><strong>Warning:</strong> Zombie:Reloaded doesn't know how many skins a model has,
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make sure you use a valid index if modifying it. An invalid value might in worst case
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crash the server/client.</p>
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</td>
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</tr>
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<tr>
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<td class="commandheader">alpha_initial</td>
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<td class="commandheader">number</td>
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<td class="commandheader">0 - 255</td>
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</tr>
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@ -1462,7 +1479,7 @@ the admin-only flag in the <span class="code">flags</span> attribute.</p>
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</tr>
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</table>
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<p>Formula for converting LMV speed into a prop speed offset:</p>
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<blockquote><code><em>prop speed offset</em> = ((<em>lmv speed</em> / 300) * 250) - 250</code></blockquote>
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<blockquote><div><code><em>prop speed offset</em> = ((<em>lmv speed</em> / 300) * 250) - 250</code></div></blockquote>
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<p>This calculation can be done directly on a calculator, without any use of parentheses
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(they aren't needed in this one anyways).</p>
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</td>
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