Hey
Has anyone had any success defining a player skin to a class and not the entire team?
Different playerskins for different classes
- Apache Thunder
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Re: Different playerskins for different classes
The only way I can think of is building soldiers entirely out of kitparts ... but that would come with some limitations I would guess. I have not tried skinning animated meshes with kitparts though so maybe you can get kitparts to animate with the skeleton. At least when it comes to stuff like the joints like knees/elbows etc. You can already attach normal kitparts to the skeleton and they'll move with the bone they are attached to.
I have cameras in your head!
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Re: Different playerskins for different classes
What about using the player.active command and player.kit? I believe you could trick the client into displaying different skins based on the picked kit.
See my Strasbourg map project here.