Entropy : Zero 2

Entropy : Zero 2

Entropy : Zero 2 Workshop
Custom maps / "Deployments" and custom content for EZ2. Please be aware that not all addons will work together.
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Box Shards 23 Aug, 2022 @ 11:13pm
Police Hands
Heyo, not sure what I'm missing out on, but is there anyway to use the Police Hands seen in Chapter 0 for weapons?
Been trying to figure this out for a little bit now.
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Showing 1-12 of 12 comments
Jackerino 29 Aug, 2022 @ 3:45am 
I second this. How are we able to change viewmodel arm models?
Osborn Hall 29 Aug, 2022 @ 3:53am 
I'm stuck on this too. I'm also considering about what should I do to replace Elite step sound with CP step sounds?
Jackerino 29 Aug, 2022 @ 4:04am 
Alright; I figured it out.

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.
Last edited by Jackerino; 29 Aug, 2022 @ 4:04am
Osborn Hall 29 Aug, 2022 @ 10:03am 
Originally posted by Jackerino:
Alright; I figured it out.

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.
Box Shards 29 Aug, 2022 @ 11:31am 
Originally posted by Jackerino:
Alright; I figured it out.

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.

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)
Last edited by Box Shards; 29 Aug, 2022 @ 11:32am
Jackerino 29 Aug, 2022 @ 4:33pm 
It seems like you need to do something with the weapons themselves. I originally thought it used the L4D viewmodel system where you could set the viewmodel arms separately but I was wrong about that; a few weapons actually have a separate metrocop viewmodel and you can only use weapons that have that viewmodel in the files. This is really confusing and strange; I wish there was more explanation about how to do certain things.
Osborn Hall 30 Aug, 2022 @ 12:33pm 
Originally posted by Jackerino:
It seems like you need to do something with the weapons themselves. I originally thought it used the L4D viewmodel system where you could set the viewmodel arms separately but I was wrong about that; a few weapons actually have a separate metrocop viewmodel and you can only use weapons that have that viewmodel in the files. This is really confusing and strange; I wish there was more explanation about how to do certain things.

Maybe we should ask the creator of the mod for help? It seems like we are at a dead end.
1upD  [developer] 5 2 Sep, 2022 @ 4:03pm 
The custom viewmodels in Chapter Zero are made using Mapbase's per-map weapon script system. The Mapbase wiki has this page documenting a few different types of level specific scripts, though it looks like it doesn't mention weapon scripts.
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!
1upD  [developer] 5 2 Sep, 2022 @ 4:04pm 
Note that changing stats, NVG color, and kick model are separate
Box Shards 2 Sep, 2022 @ 5:20pm 
Originally posted by 1upD:
The custom viewmodels in Chapter Zero are made using Mapbase's per-map weapon script system. The Mapbase wiki has this page documenting a few different types of level specific scripts, though it looks like it doesn't mention weapon scripts.
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!
Jackerino 2 Sep, 2022 @ 6:15pm 
Originally posted by 1upD:
The custom viewmodels in Chapter Zero are made using Mapbase's per-map weapon script system. The Mapbase wiki has this page documenting a few different types of level specific scripts, though it looks like it doesn't mention weapon scripts.
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!

This helps a lot; thank you very much!
1upD  [developer] 5 15 Sep, 2022 @ 11:13am 
Here's a complete guide on metrocop (or other) custom characters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859231837
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