There are 3 weapons systems coded in Xonotic
- 1. simple animated model, muzzlr flash handling on h_ model:
- h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
tags:
shot = muzzle end (shot origin, also used for muzzle flashes)
shell = casings ejection point (must be on the right hand side of the gun)
weapon = attachment for v_tuba.md3 - v_tuba.md3 - first and third person model
- g_tuba.md3 - pickup model
- h_tuba.dpm, h_tuba.dpm.animinfo - invisible model controlling the animation
- 2. fully animated model, muzzle flash handling on h_ model:
- h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
tags:
shot = muzzle end (shot origin, also used for muzzle flashes)
shell = casings ejection point (must be on the right hand side of the gun)
handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) - v_tuba.md3 - third person model
- g_tuba.md3 - pickup model
- h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
- 3. fully animated model, muzzle flash handling on v_ model:
- h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model
tags:
shot = muzzle end (shot origin)
shell = casings ejection point (must be on the right hand side of the gun) - v_tuba.md3 - third person model
tags:
shot = muzzle end (for muzzle flashes) - g_tuba.md3 - pickup model
- h_tuba.dpm, h_tuba.dpm.animinfo - animated first person model