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Swinging Signs Tutorial
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BR3NT shows you how to add swinging signs to your map

Swinging Sign Tutorial


By: BR3NT



SIGNS.jpg


1/Put a script_model in Your Map, Give it these Parameters:

KEY:model
VALUE:xmodel/o_us_prp_sign_a

KEY:targetname
VALUE:sign_a

Thats it For the Map.

(NOTE: The script below has the syntax for all four signs-
You only need to use the script section for the sign you are Using.Unless you use all Four signs in your map.)
The other signs You can use in the Models:

ex: xmodel/o_us_prp_sign_b
xmodel/o_us_prp_sign_c
xmodel/o_us_prp_sign_c2 (NOTE: I named it "sign_d" for the tutorial.)

Here is the script.

============= SCRIPT ==============

main()
{
maps_load_gmi::main();
maps oville_anim::main();
level thread sign_anim_loop();

}



#using_animtree("noville_signs");
sign_anim_loop()
{
// SIGN A
level.scr_anim["sign_a"]["swing"][0] = (%o_us_prp_sign_a);
sign = getent("sign_a","targetname");
sign useAnimTree( #animtree );
sign.animname = "sign_a";
sign thread maps_anim_gmi::anim_loop_solo(sign, "swing");

// SIGN B
level.scr_anim["sign_b"]["swing"][0] = (%o_us_prp_sign_b);
sign = getent("sign_b","targetname");
sign useAnimTree( #animtree );
sign.animname = "sign_b";
sign thread maps_anim_gmi::anim_loop_solo(sign, "swing");

// SIGN C
level.scr_anim["sign_c"]["swing"][0] = (%o_us_prp_sign_c);
sign = getent("sign_c","targetname");
sign useAnimTree( #animtree );
sign.animname = "sign_c";
sign thread maps_anim_gmi::anim_loop_solo(sign, "swing");

// SIGN D
level.scr_anim["sign_d"]["swing"][0] = (%o_us_prp_sign_c);
sign = getent("sign_d","targetname");
sign useAnimTree( #animtree );
sign.animname = "sign_d";
sign thread maps_anim_gmi::anim_loop_solo(sign, "swing");

}


============ END SCRIPT===============

Futher more there are sounds you can add like wind and swinging sign sound.
That deals with .CSV and soundaliases and can be learned here.
I cant show how to make a soundfile everytime I show Stuff, so figure out the sounds from the tutorials and forums on the MODSONLINE.COM Web Site. Map On.

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