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  • * Declaration.Type.'''ModelDef''' ...turns the model def with the given name. If it doesn't exist, the returned ModelDef is empty, including its name.
    91 KB (13,242 words) - 06:12, 2 January 2023
  • :* Argument 1: (string) the name of the animation to play (see the actor's [[modelDef]] file) :* Argument 1: (string) the name of the animation to play (see the actor's [[modelDef]] file)
    18 KB (2,896 words) - 21:47, 30 December 2021
  • ...he entityDef. Then look for its "model" specification. From that, find the modelDef, and within that, the md5animation matching the "anim_name". For more, see
    11 KB (1,487 words) - 17:46, 4 November 2022
  • // Animations affecting all channels (refer to anim names in the AI's modelDef)
    2 KB (377 words) - 05:00, 22 November 2018
  • ...frame command (which accomplishes the same effect as this spawnarg) in the modelDef where it's defined, then the frame command will '''override''' this spawnar
    2 KB (366 words) - 14:52, 15 November 2014
  • ...ted and can be any length. The names refer to the "anim" names in the AI's modelDef, (for humanoids, that is tdm_ai_guard_proguard_devel.def) e.g.:
    2 KB (262 words) - 04:59, 22 November 2018