MoH Maps, Mods & Skins Discuss custom maps, skins and mods here. |
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Senior Member
Posts: 467
Join Date: Mar 2003
Location: Behind My Monitor :P
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06-14-2003, 04:06 AM
Soooo F*cking Great man biggrin: biggrin:
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Senior Member
Posts: 8,546
Join Date: Jan 2002
Location: I don't know
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06-14-2003, 04:10 AM
Cool conversion. Who were th original authors? I never quite caught it.
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Senior Member
Posts: 1,469
Join Date: Sep 2002
Location: At the bar
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06-14-2003, 05:21 AM
well Innoxx, we have all the credits lined up for the readme, those are just promo shots of what to expect. also, beleive it or not, some we have actually done ourselves. I have a workin LAW rocket in game for allies that I moddeled myself. the only thing ive used on it of anyone elses was the skin, which im soon going to totally redo. just used it as a guideline for my skin which im doing tommorow. we'll see how that turns out, lol.
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Senior Member
Posts: 1,054
Join Date: Apr 2003
Location: USA, East Side
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06-14-2003, 05:38 AM
Got a download link?
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Senior Member
Posts: 112
Join Date: Jan 2003
Location: Suffolk, UK
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06-14-2003, 05:43 AM
Looking at the link to cobras site posted in that forum, se says that the bar will be replaced by the m60? Have hyou got this working yet? coz the 60 rules. Will it have a working belt(doesnt matter) or will you have the box feed system, so the belt is hidden. Just running around with a belt draped over the gun looks cool, like Rambo or Animal Mother in full metal jacket. perhaps there could be a machine gunner skin with extra belts around his shoulders?
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Senior Member
Posts: 1,469
Join Date: Sep 2002
Location: At the bar
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06-14-2003, 05:51 AM
yeah the m60 will replace the bar. its a box belt feed model, but you can still see the belt and bullets chambering. dont worry tho, ive gotten around the idea that your gonna be able to run around like a madman with an m60. since im making these guns realistic in firepower, im also making them realistic in other ways. in other words, best bet with a 60 is to find a good spot, and cover for your team. since it will have a higher fire rate it will still be a kick ass weapon to use. just more of a cover weapon.
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Guest
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06-14-2003, 09:06 AM
SWEEEEEET
mad: M16:
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2nd Lieutenant
Posts: 3,596
Join Date: Feb 2003
Location: Plymouth, Massachusetts
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06-14-2003, 09:18 AM
very nice
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Senior Member
Posts: 360
Join Date: Apr 2002
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06-14-2003, 09:42 AM
Hmmmm.....
[img]http://www.sxcreations.com/Misc/AKscrshot.jpg[/img]
heres an AK 100% works anims and everything replaces the SMG it was converted from CS actually i dunno jsut found it on some site.
link: http://www.sxcreations.com/Misc/user_weapons.pk3
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Senior Member
Posts: 250
Join Date: Jan 2003
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06-14-2003, 11:11 AM
!? Where the hell did you find this? People have been looking for an ak-47 modle for weeks!
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Senior Member
Posts: 250
Join Date: Jan 2003
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06-14-2003, 11:13 AM
I know this isn't the perfect place to ask this question, but it is a City Nights question. In the Readme it does say CN is only AA. But is it completely incompatible?
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Senior Member
Posts: 273
Join Date: Jan 2003
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06-14-2003, 12:10 PM
well the city nights weapons show up in SH, except for the axis rifle, it doesn't show up at all. also most of the bash anims don't work. some do though.
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Guest
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06-14-2003, 01:44 PM
i have a quetion wat will happen if u have the mods together (city nights and city nights 2) would it mess up the gaame or would u need 2 choose 1 only?
fire2: M16:
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Senior Member
Posts: 151
Join Date: Nov 2002
Location: Moon
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06-14-2003, 02:23 PM
Im not trying to be a ass or anything , why dont you guys make the weapons and not take them from other games, deleto's good he made a bayonet but o well do what you guys do. cool:
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