[BM]Subterfuge's Forum Contributions

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Recent Comments & Posts

You may have heard there is a new mod work in town. This mod is called beefymod. It is a server-side...

19th July 2003 19:07

I've got a question: When adding in a class, how do you get the different skins and models to regist...

14th August 2003 00:08

Ok, I'm back and unpacked, and ready to get this done.... :rock: So, refresh me, I was working on...

20th September 2003 04:09

No1_sonukIt's an extra weapon that Subterfuge is coding in. Use the weapon name "m1gar". Don't for...

1st September 2003 16:09

CaptainBob1944 Remember when you get to coding the Garand, to not allow reloads mid clip ;). How ma...

31st August 2003 17:08

At one point, ys I did.. Until they told me about the contrct and what not.. I didnt like the sound...

30th August 2003 15:08

Just put it in the weapon animations... I cant get the ejection to work right.. Not sure on the vect...

30th August 2003 15:08

No1_sonukWell, it's not something I can fix. I've done the Axis-arm version, which is currently rep...

27th August 2003 17:08

Sorry guys for the "slow updates".. Been in jail, car broke down, got a new car, and just getting re...

24th August 2003 18:08

Also Bob... Would you like to sign your life away? B/C thats what it costs to get it... IMO its not...

24th August 2003 18:08

Hewster: From what I've looked at Fretn's code, he adds a new server var: "mp_playertype" which woul...

24th August 2003 17:08

lt.melvinyou people dont answer my question Melvin, it will be for RtCW.. Since ID or Splash more th...

17th August 2003 17:08

You could probably get away with using the Panzerfaust one, since no one will see it, Unless they ha...

16th August 2003 16:08

Coding the Bazooka not to be thrown is VERY simple, just take out DropItem() after the fire.. Althou...

16th August 2003 05:08

No1_sonuk If I do get it working, I suggest the following: 1) Copying the Soldier class code, Call i...

10th August 2003 17:08

CaptainBob1944Still waiting on a reply... Sorry guys, I get hit at work... Havent had much time to d...

28th September 2003 21:09

It makes debugging the code much harder for me to keep the pk3's seperate.. I was just adding everyt...

8th August 2003 21:08

No, I didnt add that in, didnt even touch the models.shader file, except for changing the fg42 skin...

8th August 2003 21:08

Well, what I will say is "Yes".. What I wont, is exactly what it is..

4th August 2003 20:08

I'll look at CG_EjectBrass and see if I cant make the same for the clip...

4th August 2003 20:08

The eject brass is the bullet casing being discharged: MAKERGB( weaponInfo->flashDlightColor, 1....

4th August 2003 14:08

So do I call the models m1gar.md3 v_m1gar_{blah}.md3 etc? Ya, that sounds good.. Also, in code the...

3rd August 2003 20:08

I havent actually looked through SP, but I will, and then I'll get back with you.. Also, MP has alt(...

3rd August 2003 20:08

If have probelms writing the weapon.cfg let me know sonuk... I think I got it figured out, or at lea...

3rd August 2003 20:08

I'm not at home right this second, but, sounds/multiplayer/fg42/ sounds good enough for me... If not...

2nd August 2003 20:08