Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
Make sure you're using citizentype4 (unique) and make sure the model paths are correct. If I remember correctly, Gordon's looks something like models/arbeitdudes/gordon_citizen.mdl
Both work. In Hammer, you can change the skin slot either in the model viewer or entity properties. In the console, when using ent_create, you can add the keyvalue "skin" and then the number of the skin. example: "skin 2" would spawn in the Mark4.
if i remember correctly, this is the order of the skins. 0: Mark5, 1: Mark5 Bloodied, 2: Mark4, 3: Mark4 Bloodied, 4: Arbeit, 5: Arbeit Bloodied, 6: Arbeit Glowy
Helmet's helmet skin now works via skins, no more bodygroups
Gordon now has a bodygroup to remove the glasses