Its just a reskin of the FNSCAR Code: [Select]datablock AudioProfile(FNSCAR1Sound){ filename = "./FNSCAR_Fire.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARClipInSound){ filename = "./FNSCAR_ClipIn.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARClipOutSound){ filename = "./FNSCAR_ClipOut.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARUseSound){ filename = "./FNSCAR_Equip.wav"; description = AudioClose3d; preload = true;};datablock ParticleData(MuzzleFlashParticle){ dragCoefficient = 3; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 25; lifetimeVarianceMS = 15; textureName = "./tmuzzle"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.9 0.9 0.0 0.9"; colors[1] = "0.9 0.5 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 1.0; useInvAlpha = false;};datablock ParticleEmitterData(MuzzleFlashEmitter){ ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 1.0; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "MuzzleFlashParticle"; uiName = "Muzzle Flash";};AddDamageType("FNSCAR", '<bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1', '%2 <bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',0.2,1);datablock ProjectileData(FNSCARProjectile){ projectileShapeName = "add-ons/Weapon_Gun/bullet.dts"; directDamage = 45; directDamageType = $DamageType::FNSCAR; radiusDamageType = $DamageType::FNSCAR; brickExplosionRadius = 0; brickExplosionImpact = false; //destroy a brick if we hit it directly? brickExplosionForce = 10; brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground impactImpulse = 0; verticalImpulse = 0; explosion = gunExplosion; muzzleVelocity = 200; velInheritFactor = 1; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = true; gravityMod = 0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Combat Rifle Bullet";};//////////// item ////////////datablock ItemData(FNSCARItem){ category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./FNSCARPU.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "FN-Scar"; iconName = "./UI_SCAR"; doColorShift = true; colorShiftColor = "0.5 0.5 0.5 1.000"; // Dynamic properties defined by the scripts image = FNSCARImage; canDrop = true; maxAmmo = 50; canReload = 1;};//////////////////weapon image//////////////////datablock ShapeBaseImageData(FNSCARImage){ // Basic Item properties shapeFile = "./FNSCAR.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. eyeOffset = "0.3 1.1 -0.8"; rotation = eulerToMatrix( "0 0 0" ); // When firing from a point offset from the eye, muzzle correction // will adjust the muzzle vector to point to the eye LOS point. // Since this weapon doesn't actually fire from the muzzle point, // we need to turn this off. correctMuzzleVector = true; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = FNSCARItem; ammo = " "; projectile = FNSCARProjectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "2.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = true; colorShiftColor = FNSCARItem.colorShiftColor;//"0.400 0.196 0 1.000"; //casing = " "; // Images have a state system which controls how the animations // are run, which sounds are played, script callbacks, etc. This // state system is downloaded to the client so that clients can // predict state changes and animate accordingly. The following // system supports basic ready->fire->reload transitions as // well as a no-ammo->dryfire idle state. // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.73; stateTransitionOnTimeout[0] = "LoadCheckA"; stateSound[0] = FNSCARUseSound; stateSequence[0] = "use"; stateName[1] = "Ready"; stateTransitionOnNoAmmo[1] = "Reload"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Fire2"; stateTimeoutValue[2] = 0.06; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateEjectShell[2] = true; stateEmitter[2] = MuzzleFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateWaitForTimeout[2] = true; stateSound[2] = FNSCAR1Sound; stateName[3] = "Fire2"; stateTransitionOnTimeout[3] = "Fire3"; stateTimeoutValue[3] = 0.06; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateEjectShell[3] = true; stateEmitter[3] = MuzzleFlashEmitter; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateWaitForTimeout[3] = true; stateSound[3] = FNSCAR1Sound; stateName[4] = "Fire3"; stateTransitionOnTimeout[4] = "Fire4"; stateTimeoutValue[4] = 0.06; stateFire[4] = true; stateAllowImageChange[4] = false; stateSequence[4] = "Fire"; stateScript[4] = "onFire"; stateEjectShell[4] = true; stateEmitter[4] = MuzzleFlashEmitter; stateEmitterTime[4] = 0.05; stateEmitterNode[4] = "muzzleNode"; stateWaitForTimeout[4] = true; stateSound[4] = FNSCAR1Sound; stateName[5] = "Fire4"; stateTransitionOnTimeout[5] = "Fire5"; stateTimeoutValue[5] = 0.06; stateFire[5] = true; stateAllowImageChange[5] = false; stateSequence[5] = "Fire"; stateScript[5] = "onFire"; stateEjectShell[5] = true; stateEmitter[5] = MuzzleFlashEmitter; stateEmitterTime[5] = 0.05; stateEmitterNode[5] = "muzzleNode"; stateWaitForTimeout[5] = true; stateSound[5] = FNSCAR1Sound; stateName[6] = "Fire5"; stateTransitionOnTimeout[6] = "Delay"; stateTimeoutValue[6] = 0.06; stateFire[6] = true; stateAllowImageChange[6] = false; stateSequence[6] = "Fire"; stateScript[6] = "onFire"; stateEjectShell[6] = true; stateEmitter[6] = MuzzleFlashEmitter; stateEmitterTime[6] = 0.05; stateEmitterNode[6] = "muzzleNode"; stateWaitForTimeout[6] = true; stateSound[6] = FNSCAR1Sound; stateName[7] = "Delay"; stateTransitionOnTimeout[7] = "FireLoadCheckA"; stateTimeoutValue[7] = 0.08; stateEmitter[7] = MuzzleFlashEmitter; stateEmitterTime[7] = 0.07; stateEmitterNode[7] = "muzzleNode"; stateName[8] = "LoadCheckA"; stateScript[8] = "onLoadCheck"; stateTimeoutValue[8] = 0.01; stateTransitionOnTimeout[8] = "LoadCheckB"; stateName[9] = "LoadCheckB"; stateTransitionOnAmmo[9] = "Ready"; stateTransitionOnNoAmmo[9] = "Reload"; stateName[10] = "Reload"; stateTimeoutValue[10] = 0.96; stateScript[10] = "onReloadStart"; stateTransitionOnTimeout[10] = "Wait"; stateWaitForTimeout[10] = true; stateSequence[10] = "reload1"; stateSound[10] = FNSCARClipOutSound; stateName[11] = "Wait"; stateTimeoutValue[11] = 1.31; stateSound[11] = FNSCARClipInSound; stateScript[11] = "onReloadWait"; stateSequence[11] = "reload2"; stateTransitionOnTimeout[11] = "Reloaded"; stateName[12] = "FireLoadCheckA"; stateScript[12] = "onLoadCheck"; stateTimeoutValue[12] = 0.01; stateTransitionOnTimeout[12] = "FireLoadCheckB"; stateName[13] = "FireLoadCheckB"; stateTransitionOnAmmo[13] = "Smoke"; stateTransitionOnNoAmmo[13] = "ReloadSmoke"; stateName[14] = "Smoke"; stateEmitter[14] = gunSmokeEmitter; stateEmitterTime[14] = 0.3; stateEmitterNode[14] = "muzzleNode"; stateTimeoutValue[14] = 0.4; stateTransitionOnTimeout[14] = "Ready"; stateTransitionOnTriggerDown[14] = "Fire"; stateName[15] = "ReloadSmoke"; stateEmitter[15] = gunSmokeEmitter; stateEmitterTime[15] = 0.3; stateEmitterNode[15] = "muzzleNode"; stateTimeoutValue[15] = 0.2; stateTransitionOnTimeout[15] = "Reload"; stateName[16] = "Reloaded"; stateTimeoutValue[16] = 0.01; stateScript[16] = "onReloaded"; stateTransitionOnTimeout[16] = "Ready";};function FNSCARImage::onFire(%this,%obj,%slot){ %projectile = FNSCARProjectile; if(vectorLen(%obj.getVelocity()) < 0.1) { %spread = 0.00025; } else { %spread = 0.001; } %obj.lastShotTime = getSimTime(); %shellcount = 1; %obj.playThread(2, plant); %shellcount = 1; %obj.toolAmmo[%obj.currTool]--; for(%shell=0; %shell<%shellcount; %shell++) { %vector = %obj.getMuzzleVector(%slot); %objectVelocity = %obj.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %velocity = MatrixMulVector(%mat, %velocity); %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; MissionCleanup.add(%p); } return %p;}function FNSCARImage::onMount(%this, %obj, %slot){ %obj.hidenode("RHand"); %obj.hidenode("LHand");}function FNSCARImage::onUnMount(%this, %obj, %slot){ %obj.unhidenode("RHand"); %obj.unhidenode("LHand");}function FNSCARImage::onLoadCheck(%this,%obj,%slot){ if(%obj.toolAmmo[%obj.currTool] <= 0) %obj.setImageAmmo(%slot,0); else %obj.setImageAmmo(%slot,1);}function FNSCARImage::onReloadStart(%this,%obj,%slot){ %obj.toolAmmo[%obj.currTool] = 0;}function FNSCARImage::onReloaded(%this,%obj,%slot){ %obj.toolAmmo[%obj.currTool] = 50; %obj.setImageAmmo(%slot,1);}Also here is the model: http://www.mediafire.com/download/5qwzkmxxi0kqzov/Amazing+Model+i+made%2Ci+love+4.ms3d
datablock AudioProfile(FNSCAR1Sound){ filename = "./FNSCAR_Fire.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARClipInSound){ filename = "./FNSCAR_ClipIn.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARClipOutSound){ filename = "./FNSCAR_ClipOut.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(FNSCARUseSound){ filename = "./FNSCAR_Equip.wav"; description = AudioClose3d; preload = true;};datablock ParticleData(MuzzleFlashParticle){ dragCoefficient = 3; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 25; lifetimeVarianceMS = 15; textureName = "./tmuzzle"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.9 0.9 0.0 0.9"; colors[1] = "0.9 0.5 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 1.0; useInvAlpha = false;};datablock ParticleEmitterData(MuzzleFlashEmitter){ ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 1.0; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "MuzzleFlashParticle"; uiName = "Muzzle Flash";};AddDamageType("FNSCAR", '<bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1', '%2 <bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',0.2,1);datablock ProjectileData(FNSCARProjectile){ projectileShapeName = "add-ons/Weapon_Gun/bullet.dts"; directDamage = 45; directDamageType = $DamageType::FNSCAR; radiusDamageType = $DamageType::FNSCAR; brickExplosionRadius = 0; brickExplosionImpact = false; //destroy a brick if we hit it directly? brickExplosionForce = 10; brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground impactImpulse = 0; verticalImpulse = 0; explosion = gunExplosion; muzzleVelocity = 200; velInheritFactor = 1; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = true; gravityMod = 0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Combat Rifle Bullet";};//////////// item ////////////datablock ItemData(FNSCARItem){ category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./FNSCARPU.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "FN-Scar"; iconName = "./UI_SCAR"; doColorShift = true; colorShiftColor = "0.5 0.5 0.5 1.000"; // Dynamic properties defined by the scripts image = FNSCARImage; canDrop = true; maxAmmo = 50; canReload = 1;};//////////////////weapon image//////////////////datablock ShapeBaseImageData(FNSCARImage){ // Basic Item properties shapeFile = "./FNSCAR.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. eyeOffset = "0.3 1.1 -0.8"; rotation = eulerToMatrix( "0 0 0" ); // When firing from a point offset from the eye, muzzle correction // will adjust the muzzle vector to point to the eye LOS point. // Since this weapon doesn't actually fire from the muzzle point, // we need to turn this off. correctMuzzleVector = true; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = FNSCARItem; ammo = " "; projectile = FNSCARProjectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "2.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = true; colorShiftColor = FNSCARItem.colorShiftColor;//"0.400 0.196 0 1.000"; //casing = " "; // Images have a state system which controls how the animations // are run, which sounds are played, script callbacks, etc. This // state system is downloaded to the client so that clients can // predict state changes and animate accordingly. The following // system supports basic ready->fire->reload transitions as // well as a no-ammo->dryfire idle state. // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.73; stateTransitionOnTimeout[0] = "LoadCheckA"; stateSound[0] = FNSCARUseSound; stateSequence[0] = "use"; stateName[1] = "Ready"; stateTransitionOnNoAmmo[1] = "Reload"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Fire2"; stateTimeoutValue[2] = 0.06; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateEjectShell[2] = true; stateEmitter[2] = MuzzleFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateWaitForTimeout[2] = true; stateSound[2] = FNSCAR1Sound; stateName[3] = "Fire2"; stateTransitionOnTimeout[3] = "Fire3"; stateTimeoutValue[3] = 0.06; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateEjectShell[3] = true; stateEmitter[3] = MuzzleFlashEmitter; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateWaitForTimeout[3] = true; stateSound[3] = FNSCAR1Sound; stateName[4] = "Fire3"; stateTransitionOnTimeout[4] = "Fire4"; stateTimeoutValue[4] = 0.06; stateFire[4] = true; stateAllowImageChange[4] = false; stateSequence[4] = "Fire"; stateScript[4] = "onFire"; stateEjectShell[4] = true; stateEmitter[4] = MuzzleFlashEmitter; stateEmitterTime[4] = 0.05; stateEmitterNode[4] = "muzzleNode"; stateWaitForTimeout[4] = true; stateSound[4] = FNSCAR1Sound; stateName[5] = "Fire4"; stateTransitionOnTimeout[5] = "Fire5"; stateTimeoutValue[5] = 0.06; stateFire[5] = true; stateAllowImageChange[5] = false; stateSequence[5] = "Fire"; stateScript[5] = "onFire"; stateEjectShell[5] = true; stateEmitter[5] = MuzzleFlashEmitter; stateEmitterTime[5] = 0.05; stateEmitterNode[5] = "muzzleNode"; stateWaitForTimeout[5] = true; stateSound[5] = FNSCAR1Sound; stateName[6] = "Fire5"; stateTransitionOnTimeout[6] = "Delay"; stateTimeoutValue[6] = 0.06; stateFire[6] = true; stateAllowImageChange[6] = false; stateSequence[6] = "Fire"; stateScript[6] = "onFire"; stateEjectShell[6] = true; stateEmitter[6] = MuzzleFlashEmitter; stateEmitterTime[6] = 0.05; stateEmitterNode[6] = "muzzleNode"; stateWaitForTimeout[6] = true; stateSound[6] = FNSCAR1Sound; stateName[7] = "Delay"; stateTransitionOnTimeout[7] = "FireLoadCheckA"; stateTimeoutValue[7] = 0.08; stateEmitter[7] = MuzzleFlashEmitter; stateEmitterTime[7] = 0.07; stateEmitterNode[7] = "muzzleNode"; stateName[8] = "LoadCheckA"; stateScript[8] = "onLoadCheck"; stateTimeoutValue[8] = 0.01; stateTransitionOnTimeout[8] = "LoadCheckB"; stateName[9] = "LoadCheckB"; stateTransitionOnAmmo[9] = "Ready"; stateTransitionOnNoAmmo[9] = "Reload"; stateName[10] = "Reload"; stateTimeoutValue[10] = 0.96; stateScript[10] = "onReloadStart"; stateTransitionOnTimeout[10] = "Wait"; stateWaitForTimeout[10] = true; stateSequence[10] = "reload1"; stateSound[10] = FNSCARClipOutSound; stateName[11] = "Wait"; stateTimeoutValue[11] = 1.31; stateSound[11] = FNSCARClipInSound; stateScript[11] = "onReloadWait"; stateSequence[11] = "reload2"; stateTransitionOnTimeout[11] = "Reloaded"; stateName[12] = "FireLoadCheckA"; stateScript[12] = "onLoadCheck"; stateTimeoutValue[12] = 0.01; stateTransitionOnTimeout[12] = "FireLoadCheckB"; stateName[13] = "FireLoadCheckB"; stateTransitionOnAmmo[13] = "Smoke"; stateTransitionOnNoAmmo[13] = "ReloadSmoke"; stateName[14] = "Smoke"; stateEmitter[14] = gunSmokeEmitter; stateEmitterTime[14] = 0.3; stateEmitterNode[14] = "muzzleNode"; stateTimeoutValue[14] = 0.4; stateTransitionOnTimeout[14] = "Ready"; stateTransitionOnTriggerDown[14] = "Fire"; stateName[15] = "ReloadSmoke"; stateEmitter[15] = gunSmokeEmitter; stateEmitterTime[15] = 0.3; stateEmitterNode[15] = "muzzleNode"; stateTimeoutValue[15] = 0.2; stateTransitionOnTimeout[15] = "Reload"; stateName[16] = "Reloaded"; stateTimeoutValue[16] = 0.01; stateScript[16] = "onReloaded"; stateTransitionOnTimeout[16] = "Ready";};function FNSCARImage::onFire(%this,%obj,%slot){ %projectile = FNSCARProjectile; if(vectorLen(%obj.getVelocity()) < 0.1) { %spread = 0.00025; } else { %spread = 0.001; } %obj.lastShotTime = getSimTime(); %shellcount = 1; %obj.playThread(2, plant); %shellcount = 1; %obj.toolAmmo[%obj.currTool]--; for(%shell=0; %shell<%shellcount; %shell++) { %vector = %obj.getMuzzleVector(%slot); %objectVelocity = %obj.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %velocity = MatrixMulVector(%mat, %velocity); %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; MissionCleanup.add(%p); } return %p;}function FNSCARImage::onMount(%this, %obj, %slot){ %obj.hidenode("RHand"); %obj.hidenode("LHand");}function FNSCARImage::onUnMount(%this, %obj, %slot){ %obj.unhidenode("RHand"); %obj.unhidenode("LHand");}function FNSCARImage::onLoadCheck(%this,%obj,%slot){ if(%obj.toolAmmo[%obj.currTool] <= 0) %obj.setImageAmmo(%slot,0); else %obj.setImageAmmo(%slot,1);}function FNSCARImage::onReloadStart(%this,%obj,%slot){ %obj.toolAmmo[%obj.currTool] = 0;}function FNSCARImage::onReloaded(%this,%obj,%slot){ %obj.toolAmmo[%obj.currTool] = 50; %obj.setImageAmmo(%slot,1);}
I made a animated model,here is how it looks in milkshapeAnd here is how it looks in blocklandAnd yes i used Torque Exporter Plus.Please help.
Rename all your groups to have _1 at the end, or in the Torque DTS Plus exporter make the level of detail 1 for every group
Isn't 100 the best value?