i'm creating a rpg map with some custom npcs(models imported from others sources), and want know how to change the equips who the model is using ex:mine unit is a hero who have a inventory with slots for armor weapon shield helms and when change type of weapon its using in game, like he is a warrior using a axxe then i change in inventore the weapon to a sword then the in game model get changed to that weapon if i put a shield then appear a shield.

Just make the weapon an attachment which is created by a counter behavior given by the item and created on the host model attached to the appropriate attachment point (not all imported models have those).


Weapon 3d Model


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u can explain a few bit more detailed? like a mini tutorial? and another question about weapons i want mine hero attacks be based on the weapon him is weirding like if him using a melee weapon then him attack at melee range(with the apropriate animation for that weapon like if him using a 1hand weapon then him use the animation for 1hand to attack, if him using a bow then attack from range withe the bow animation). maybe can be better i say who i'm still not learned on how create weapons(still finishing learning how to create abilities).

Well for a start you are limited by what animations the model has unless you know how to make new ones using 3DMax and importing the .m3a file. Go to the models data type and put the .m3a file into the Animations (Optional) field. I presume you already know how to make an inventory and items. 

Under the items data type for each of your weapons base them off the Default Item and put in a Buff type behaviour into the Equip Behaviors field. The buff is purely to be used for actor creation unless your unit has a default weapon when it has no items equiped in which case you need to get your buff to disable the default weapon using the Weapon - Modification - Weapons Disabled field. Back under your items there is a Equip Weapons - Weapon field, for each item ad the weapon the item is to add when equiped. This will allow you to have bows giving you ranged attacks and swords melee attacks etc..

Now presuming your model has attachment points on the hands (or tentacles or whatever), if not you need to add them using 3DMax. If you cannot use 3DMax then you may have to reconsider this whole project or use a different model. Under the Unit actor for the unit you will find some default events in the menu opened by clicking Event - Events - Send, Event - Events - Target or Event - Events - Terms, at the bottom should be some involving WeaponStart.*.Attackstart leading to animation bracket start and stop actions. For each weapon added by your items create a pair of events of this nature altering the source name to your weapon name and change the name opening of the animation played. This will get you do your various different animations when using different weapons.

Finally create Model actors for each of your weapons based off the FungalGrowth (Unnamed) actor. Under events delete the Actor Creation>Set Scale event unless you want it and alter the Behavior.FungalGrowth.On/Off to the behaviours added by equipping the individual items. You may need to link the Behavior.*.Off directly to destroy depending on what animations the model used for the weapon has. The last thing you need to do is go to Hosting - Host Site Operations - Operations and change SOpAttachCenter to a Site Operation (Attachment) actor that attaches to the attachment points on your unit models hands. You may need to make your own SOp by altering the Attachment - Attachment Query - Methods field.

Good Answer i have to say XD

Yes i agree with the Lasweapons, ^^

I said however:

Pattern dont make the Weapons Smaller per ce. Yes there are Carbine version and so on for Rifles maybe. bu thats about it. A Sword is a sword and there is no way abou it.

if the Weapon has some kind of Generator and whatnot it cannot be smaller due to that Parts in the Weapon if you know what i mean.

In the W40k universe, Chain Weapon are a normal step in Melee combat research, but it also mean that if you learned to fight with one type of sword or Melee weapon that are normal/traditional on your planet/regiment, you are going to make/use a Chain (traditional) Sword

Most weapon used by Space Marines are OLDER (in their conception, not manufacturing) than the foundation of the Space Marines (30th Millenium) and were then adapted for their use (Same can be said for Custodes or Thunder Warrior).

Im trying to make a blockchain fps game with character models but im not sure how to go about getting the weapon to be in both hands. Both the hands are different objects of the player skeleton but i have no idea how to get one end of a weapon in one hand and the other hand on the other end.

Ok so im not sure about this but could i possibly go and put the weapon model into one hand, put a entity in the other and update the rotation of the weapon to face that entity in the seperate hand? Or would that be really slow?

My Ecclesiarch player in a 40K game keeps requesting what he fondly calls a "book on a stick", the modelling for which is utterly beyond me, so I am wondering if anyone is able to create something to replicate this:

Essentially it's a Warhammer 40K setting crozier, used to condemn heretics by beating them to death with - quite literally - the word of the Emperor. It could be set up as a head model for a spear and a hammer item, or produced as a single model spear if that's easier.

As a brief synopsis the Ecclesiarchy of the Warhammer 40K universe are traditionally speaking a militant organisation. Imagine interstellar Crusaders bringing the wrath of the God Emperor to crush heretics - which can be anything from alien cowherds to powerful daemons of Chaos - and the Word of the Emperor is literally in those books. The "hitting people with books" is essentially humour as the item type will be the ecclesiarch character's weapon.

I would love the texture file too if you don't mind. If you don't mind I would love to put the model into D20 Modern, but either way will be sure to tell all my players what a generous person you are!

Questions to no one in particular because the concept is fascinating: ... does the Ecclesiarchy know how books work? At what point did they decide that their holy scripture is at it's most effective when used as a bludgeoning weapon? Whose idea was that the first time it was done - en masse, I mean, not just as a single instance of having cause to hit somebody (probably a heretic and/or nonbeliever) and having nothing but a book in reach (makes a lot of sense if target is a heretic and/or nonbeliever)? Don't the books break fairly quickly when used this way? How many holy books does a bookbludgeonwielder go through during an average year? Wouldn't it make more sense to have solid metal bludgeon tips in the shape of a book, to represent the book while being more robust and probably also dealing much more damage? Would they bludgeon me with books for asking questions like these? The sheer impracticality of it seems insane. These people must mean business. I think if they're attacking with actual books (which are being supplied to the army in large quantities to replace the broken ones) it's actually scarier than if they were using metal bludgeoning tips shaped like books.

Also, the reload animation could get some more work. The animation makes it looks like the belt it a single object, with a lack of fluidity. (and as soon as you press R, the entire belt is gone).

Fellow belt feed weapon, RD44, from old days Berlin probably has better shooting & reload animation.

However, from a visual standpoint theres nothing really wrong with the old Ogris model. Yeah it wasn't really grineer-y and didn't look particularly intimidating, but it followed the standard of real life rocket launchers. Quite a few rocket launchers in real life resemble the Ogris. They are basically just tubes of various shapes that shoot democracy at the pull of a trigger.

Whereas the Grineer's design tends to trend more toward bulbous forms, and slender tubes, the Corpus weapons have always been big and blocky. Hard right angles, bevels, relatively flat polished surfaces. Clean and tidy and mass produced.

These models will be changed. Extract the other weapon model you have into the correct folders, and make sure they're where they need to be. Next, look at the ".mdl" file for the weapons you had. For example, the directory for the models used in this tutorial is:

In the pistol's script. change the models/weapons/v_pistol line to the file name, but before you do it. Do not include the SourceMods\YOURMODSNAME\ portion of the directory path, or the file won't work. Now the script should look like this.

You can edit the "clip_size" value to whatever amount of ammo you want to be stored in the pistol. For example, a Glock 17 holds 17 rounds in its magazine. So if you have a Glock 17 model, set it to this:

If the model is changed, but it's purple checkered in game, make sure the materials for the model were installed to the right folder. If the weapons model doesn't show up, check if you misspelled anything in the script's viewmodel and playermodel.

When digging into the art files of PoE2, I found an unsed greatsword weapon model. The size of this greatsword is exactly same of Whisper of the Endliss Paths, and it also has a zweihander-like design, but with a simpler, straight blade.

In the art assets files, this sword model is marked as w_gs08 (and Whisper of the Endliss Paths is w_gs09), the model file also has a name greatsword_alec. I don't remember there is a character called Alec, maybe this is a name of a Dev? ff782bc1db

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