Author Topic: How to make an emitter appear on a person's hand...  (Read 1070 times)

How is it possible? The emitter from the wand would be the best, thank-you.

Or even better, what are some other points on the player to mount/whatever it to?
DO NOT ANSWER LAST ONE UNLESS THE FIRST ONE IS SOLVED
« Last Edit: January 02, 2009, 06:05:32 PM by Kalphiter »

Just make a copy of the wand image, then set the model blank.

Just make a copy of the wand image, then set the model blank.
Explain.

He is saying use empty.dts if I'm correct.

You saw nano doing this didnt you...  :panda:

Explain.
The wand emits stuff. Copy the wand, change the model to a blank one, and change the emitter.



Tez got it from Darklight it's his /godmode

Which can be found... where?

Well, i saw nano doing it almost a year ago...

I too want to learn.

The wand emits stuff. Copy the wand, change the model to a blank one, and change the emitter.

It emits from a specific node. The name of that node is outlined in the image states. I don't think using Blank will work unless it has the node specified in the wand imagestates that's used for the emitter.

What are you trying to make? A weapon?


It emits from a specific node. The name of that node is outlined in the image states. I don't think using Blank will work unless it has the node specified in the wand imagestates that's used for the emitter.

What are you trying to make? A weapon?


The node it uses is the muzzlePoint. I believe empty.dts has muzzlePoint and mountPoint.

I am making a command called "godmode", and will not do anything a special, but should provide a variable for other add-ons to use.

//zero
if(!%client.godmode){do somethin}

//one
if(%client.godmode){do something if w/e is in god}

It should be .isGod to fit in with isAdmin and isSuperAdmin.

And I don't think empty has any special nodes, but everything happens at the origin of the object if there's no special node for it.