"Man in Black" is a single-player modification for Deus Ex. The story picks up one month after the events of the original game; Majestic 12 is reeling from the loss of its leadership, and the Illuminati are poised to regain their position of control over world affairs. Players will choose between two lead characters, Agent Q (MJ12's first nanoaugmented MIB) or Agent Shadow (a Series P MIB with a dark past). "Man in Black" will feature two dynamically changing storylines and will offer a completely unique experience for each character. Other features include: *New mission locations including Moscow, Washington DC, Tokyo, Munich, and other familiar locales from the DX universe. *New and remixed music tracks for each mission. *Full voice acting. *Multiple game endings for both characters.

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Coding for the .44 magnum (Games : Deus Ex : Mods : Deus Ex: Man in Black : Forum : 2D/3D Modelling : Coding for the .44 magnum) Locked
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Mar 23 2006 Anchor

Ok, I made the mesh for the gun, but I'm concerned about timing for the firing mechanism. The way the animation would preferably work is if the gun actually fired halfway into the fire anim. Would this be doable, or will I have to come up with something else?

Mar 23 2006 Anchor

We've got a new guy interested in coding who might be able to help you out. He goes by the name "Klop" and hails from the DX_Editing boards. I'm in the process of getting him signed up on Mod DB, but I'll go ahead and ask him about the Magnum.

-Wildcat

Mar 24 2006 Anchor

Hey, well, it's just a basic default properties editing...
Also make sure it is under 900 polys, or it will have alot of BSP holes.

If you could post the coder i could repost an edited version containing it.

(Well, it's not all defprops editing)

Mar 30 2006 Anchor

Models do not have BSP holes. In fact, you could probably make it 5000 polys and it would look fine, although it might slow things down a bit.

May 7 2006 Anchor

Ok, You'ld need to find a variable that is called after you push the button on the keybord/mouse to fire, but before the weapon actualy fires. Then, depending on the timespace between the two events(About 1/10th of a second, if that), you may be able to slip a TweenAnim('Shoot', X) //Where X is, look at the mesh's import class, and divide the number of frames for the shoot anim by the framerate, and replace X with the value it comes up with, divided by 2. Then, it may appear to shoot mid-shot, or may not appear to shoot at all. If the 2nd is true, replace the TweenAnim with PlayAnim.

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