I wanted to make some new guns you know like some other gun that's different that can be on some servers, anyways the gun I want to make is going to be called Twisty its a gun that Twists around when you shoot it kind of like a Luci's cannon mixed with a rocket launcher but in this case it goes in circles 3 times and shoots fast I'm only 14 so I don't know much about making guns and I also wanted to make this other gun similar to the Twisty.. Its called directly shooter :s Weird name right? I want these guns to be different i am still thinking about the colors they will be. So far the best colors I think of are maybe purple,red,green, or maybe black some of my friends said red, so I think maybe only those colors if you have a suggestion, send me a message or something:S I totally agree to the fact that it would take FOREVER to make this gun.. The reason i am making this gun is because i want some servers to have different guns like for example Z server it has rocket launcher and Grenade Launcher and stuff. One or two more questions in order to make this gun do i have to make my own server?Because I seen how Z has its own gun on its server.So I get the feeling i have to... okay i type alot xD. My names on trem are Contra|*CookieMonster, Contra|*Glammy/Glamorous Girly Contra|*RedWhite or Contra|*Alexz or sometimes Alex but I'm usually on Starburst,Kitkat,Fun FunFun, or just go starburst or kitkat and ask for Alexz.. I really hope we can make this gun... It didn't take me along time to figure out the names.:S
To replace a gun model with another model, not too much difficulty. You could even add new particle system stuff to make it look better. To create a new weapon, some coding is going to be required. You're going to have to create another weapons class and code it into a game.qvm along with your new weapons model.
I'm going to skip the model creation steps *Assuming you know/can find this stuff on blender.org or something*
First I'll explain how you're suppose to test weapons models the right way
Step 1.
Go to your /Tremulous/base directory and create a folder called "zzz-WHATEVERNAME" copy the file structure of your data1.1.0.pk3 and create a few folders within the "zzz-WHATEVERNAME" create a folder called "Models" within that folder create a folder called "WeapTest" put your test model into this folder. You should use this folder to test your weapons ingame until you get the model right. Remember to zip it up and rename it's file type from .zip to .pk3 when you want to test it ingame.
Actually Coding so weapon works
For a new weapon to work you need to do the following things bellow
This is how weapon's work in tremulous, and i'll briefly tell you what to edit as i explain how weapons fire ect..
1.You need to define Weapon information stuff in bg_misc.c (game)
In bg_misc.c you'll have to define "Weapon name ex: "WP_WEAPONNAME", Weapon price,Stages it can be used,ect..
2.Ammo definition in bg_misc.c (game) How much ammo/clips weapon has you should think carefully about this!
This is what the engine does automatically to get weapon to work you can skip these since they're automated.
3.Pmove (bg_pmove.c game) is called by client or server
4.Pmovesingle (bg_pmove.c game) is called by pmove
5.PM_Weapon (bg_pmove.c game) is called by Pmovesingle6.PM_Weapon checks for firing, and removes some ammo before firing the weapon
7.PM_Weapon adds a weapon firing event to the players stack
8.PM_Weapon adds some time to a counter preventing the user from firing again for a set time
9.ClientEvents (g_active.c game) checks the stack and finds a weapon firing event.This stuff was already done by the developers so you don't have to recode it, i just thought it would be good if you knew how weapons worked and which files do what.
10.FireWeapon (g_weapon.c game) is called by ClientEvents
If you're adding a new weapon you have to define the weapon and how it fires exactly look at code already there and just copy and paste edit a few lines rename a few things and bang you have a new weapon.
Also don't forget to add your weapon case in after WP_GERNADE at line #1637
case WP_YourWeaponName:
WeaponNameFire( ent );
break;
11.FireWeapon sets up the aiming angles then calls the relevant weapon function (same file)
12.The weapons do different things dependant on which they are.
Remember to just look at code already there, you'll be just fine copying and pasting already made weapons and fusing code from different weapons. Anyways best of luck, this was a very brief introduction into adding a new weapon, there is tons of other little stuff you have to do, but i didn't feel like writing it out hope this gave you just enough to get started.
Paste of merged post
As near as I can tell, he posted two posts that differ in only that he removed punctuation and caps from both Luci's and I'm.
I hope that helped.
PUNCTUATION IS NOT FOR REMOVE.
Stop being an ass, English might not be her first language and she just wanted help on figuring out how weapons worked in tremulous. This is called the "Official Modeling Thread" not the "Nazi Grammar Topic" so if you're not saying anything helpful don't say anything at all as the old saying goes.
Also doublepost, ooops! pretty sure i broke a forum rule hehe fixed