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Fixed MWMN
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jan 16, 2010 5:00 am    Post subject:  Fixed MWMN
Subject description: With firing anim
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I've always wondered why this SHP had no firing animation, so I gave it one. I am not the best a SHPs so it's lacking a flash on the body however I really can't ever see any detail with the speed that it is executed ingame like all firing anims. At any rate here she is.

On a side note, could this have any relation to the mutant flamethrower, it was obviously missing that anim that both the other mutants have so it could of had a Devil's Tongue like flamethrower.



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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Sat Jan 16, 2010 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Strangely enough, I use MWMN (without muzzle flash) for a Pyromaniac, and it works just fine. The other reason for the lack of flash could be that the weapon was intended as a laser, railgun, or gas emitter. Are there any WW concept notes/sketches out there to shed some light on the matter?

PS: the easiest way to add a muzzle flash is to copy what the Vulcan Turret does - the flash is part of the weapon code.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jan 16, 2010 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

That is a weapon anim, this is built in like all the other infantry. Besides, I'd hate to calculate a FLH to get it perfect and they look extremely odd if the infantry's in prone. Unfortunatly, there seems to be little concept art left to determine what the original weapon, if different, was.

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Starkiller
Pyro Sniper


Joined: 26 Nov 2008

PostPosted: Sat Jan 16, 2010 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the muzzle is separated from the SHP of this unit .

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jan 16, 2010 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

The muzzle was on the weapon, but without a FLH it was played on the ground like all the mutant infantry. To get it to look right in prone and in standing you need to add it to the SHP. This SHP will allow you to fix all the mutant infantry (Mutant and Mutant Sargent included but they have this anim) by removing firing anim off their weapons.

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Starkiller
Pyro Sniper


Joined: 26 Nov 2008

PostPosted: Sun Jan 17, 2010 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

So , basically , you just fixed a small little bug of the muzzle when the infantry is prone ? #Tongue No offence , but like what you said in your first post , You can't really see any detail with the speed that it is executed ingame like all firing anims . Wink Well , at least it fixed a bug .

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 17, 2010 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

It is like that with all infantry you know. The fix just makes it the same as all infantry and I didn't just C&P the anim that is on the weapon. This is C&Ped from the E1 and they are quite different.

If you really want to understand more about what this is, jump into XCC Mixer and take a look and E1, MGUN-XX (different directions), and then this SHP. Note several differences and then look at the Light Infantry rifle code ini code, the Nod Buggy weapon code, and the mutant infantry's vulcan weapon code. You can tell how the Vulcan, the weapon that all the mutant infantry use, is more like a vehicle's weapon, not an infantry's.

END OF LECTURE!

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Sun Jan 17, 2010 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, I noticed something ingame - MWMN has a small blue dot at the tip of the weapon, which looks suspiciously like the pilot flame from a flamer's nozzle... Also consider the firing stance - the weapon is fired from the hip, not from the shoulder like the E1 does with its assault rifle. I smell gasoline...

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 17, 2010 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I actually posted that at Tib Web. It looks suspiciously like a flamethrower.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Jan 19, 2010 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

No gas tank for a flamethrower, unless WW covered it up with that blond mane.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Jan 19, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, looking at MWMN from the front (i.e. as the unit looks down to the bottom of the screen), the art seems to show some kind of greyish body armour, which would - to my mind - be consistent with a stormtrooper-type unit that needs to get close to an enemy unit before being able to use their weaponry. Hence the heavier armour... None of the other mutant units appear to carry much personal armour, at least not on the scale of MWMN.

Good point on the lack of backpack though... Maybe someone can C&P the Ghoststalker backpack onto MWMN and make it an 'official' flamer?

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Starkiller
Pyro Sniper


Joined: 26 Nov 2008

PostPosted: Tue Jan 19, 2010 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll try . (: But my C&P skills sucks :p

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