In between my adventures within the real world I managed to make a few weapon models and cog scripts. These models, unlike the UMP, were made in JED. I've had these for a while in various imcomplete states as boredom projects dating back to before the school semester ended, before I took the time to figure out Blender. I've only recently been trying to tweak their JK mechanics to my liking. I haven't given up on the Jill model btw.
SCAR, rifle of choice for US Special Ops Command. Left 4 Dead 2 copied me.
Beretta 92 with a rail attachment to attach attachments (model detail, no cog mechanic unfortunately), aiming down the sights. It's the same one you might have noticed in my Jill screenshots, for making her hands.
Click this link to see more shots:
http://www.jkhub.net/project/show.php?projid=495§ion=screenshots
Aiming is very different from JK. Weapons sway alover the screen freely/randomly and shoot in the direction they're pointing, aiming down the sights stops the swaying and centers it, but you still cant hold it perfectly steady. Shaky aim might be useful for a horror JK level or something.
SCAR, rifle of choice for US Special Ops Command. Left 4 Dead 2 copied me.
Beretta 92 with a rail attachment to attach attachments (model detail, no cog mechanic unfortunately), aiming down the sights. It's the same one you might have noticed in my Jill screenshots, for making her hands.
Click this link to see more shots:
http://www.jkhub.net/project/show.php?projid=495§ion=screenshots
Aiming is very different from JK. Weapons sway alover the screen freely/randomly and shoot in the direction they're pointing, aiming down the sights stops the swaying and centers it, but you still cant hold it perfectly steady. Shaky aim might be useful for a horror JK level or something.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;