| STATIC ITEM PLUGINS FOR THE TFQ MOD |
| NOTE: The first 198 frames of TFQ models are exactly the same as Quake 2's deathmatch model, making the models completely compatible with most mods. |
REGULAR DM FRAME LIST
| FRAME #'s |
NAME |
| 0-39 |
STAND |
| 40-45 |
RUN |
| 46-53 |
ATTACK |
| 54-57 |
PAIN1 |
| 58-61 |
PAIN2 |
| 62-65 |
PAIN3 |
| 66-71 |
JUMP |
| 72-83 |
FLIP |
| 84-94 |
SALUTE |
| 95-111 |
TAUNT |
| 112-122 |
WAVE |
| 123-134 |
POINT |
| 135-153 |
CRSTAND |
| 154-159 |
CRWALK |
| 160-168 |
CRATTACK |
| 169-172 |
CRPAIN |
| 173-177 |
CRDEATH |
| 178-183 |
DEATH1 |
| 184-189 |
DEATH2 |
| 190-197 |
DEATH3 |
TFQ SPECIFIC FRAMES
| FRAME #'s |
NAME |
| 198-207 |
JETPACK |
| 208-216 |
TRANSFORMDWN |
| 217 |
STATIC ITEM |
| 218-228 |
TRANSFORMUP |
| TFQ FRAME EXPLANATIONS |
| JETPACK |
As the name implies, there is a jetpack power-up in TFQ. Once equipped it can be activated like any weapon or power up and the code will call upon these frames at that time. Do a nice hover animation not too high above the ground plane the model stands on, because it will still call upon the regular attack frames when shooting while airborne and you'll get a noticeable drop down effect. For reference on how high to raise the model check out the Sideswipe2 or Prowl model or just look at this pic. I used the white line at the botom to show the height difference. |
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See, not too much of a rise required... |
Also of note here, the jetpack is an actual model that works much like a weapon model, meaning that you can create your own jetpack model and put it in your models folder with the skin linked just like you'd do a weapon. But I'll cover that more in MISC section. |
| TRANSFORM DOWN |
Also as the name implies, this is where the model transforms into the object. Get creative here, but not too creative. There's plenty of frames to pull this off but not enough to do anything really wacky. |
OF SPECIAL NOTE: Since frame 217 is the actual car mode, it is not necessary to have your last transform down frame be the actual car mode. The transform down effectively begins at frame 208 and ends at frame 217, while the transform up will beign with 217 and run through 228. You guys will figure it out ;) |
| STATIC ITEM |
This frame will be used as the object mode, and the player will not be able to move once in this mode. |
| TRANSFORM UP |
Same deal as TRANSFORM DOWN, but this time going from Static item back to robot mode. |
Tutorial by Rikki Knight, 2000.
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