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Look inside mapsrc/DreamSeq/instance_player_is_metrocop.vmf to get a better understanding.
There is an entity called logic_playerproxy; it is used to set a custom viewmodel arm and also adjust various other settings for players. You also can use a logic_auto to change the leg model, when kicking. Once both of these are placed, you'll be able to set viewmodel and leg models, as well as use any custom viewmodels or anything you might want to utilize. This can also be used to set the playermodel in general if you ever want to do that for some reason.
Ah, ok. Thanks! I will try to use your information and advices day after tomorrow. After that I will write if it worked on my test map.
I've checked it out and for some reason it's still rendering the usual Elite Arms instead of the Metro-cop ones, not sure if there's something I have to do with the weapon itself to fix that but everything else appears to be fine.
The weapon I'm using is the Default Pistol (weapon_pistol)
Maybe we should ask the creator of the mod for help? It seems like we are at a dead end.
https://github.com/mapbase-source/source-sdk-2013/wiki/Map-Specific-Scripts
I think the easiest way to explain it would be to point you in the direction of the scripts. Look in Entropy : Zero 2's "maps" folder. Besides the BSPs, there are some text files. "ez2_c0_1_weapon_pistol.txt" for instance. These are weapon scripts for chapter zero. Any weapon can be overridden for any map; it just needs a weapon script file in the maps folder with format "<map_name>_<weapon_name>.txt". All of Gordon Freeman's view models are in models/weapons, Bad Cop's metrocop arms are in models/weapons/ez1, and Bad Cop's Combine elite arms are in models/weapons/ez2.
I hope this helps!
I was wondering if those weapon txt files had any correlation to how the viewmodels uses different arms, thank you for disclosure on this!
This helps a lot; thank you very much!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859231837