Yeah...but in theory the offset should be in forward (the screen position is as in forward) but the gun position backwards, well not sure now exactly, since I forgot how the offset really calculates now.hehe you mean backwards? Yeah i can sure, in Postal their waay bigger then i have them anyways, but BnoSmooth could possibily set to true, might have forgotten to put that on true. And I'm not going to post every new thing on here Exus, because it's annoying to keep on making screens, upload them, and then link them on like 2/3 forums. Ow and for that Safari mod, not sure, maybe.
//===============================================================================
// [Dog]
//===============================================================================
class Dog expands ScriptedPawn;
#exec MESH MODELIMPORT MESH=Dog MODELFILE=Models\Dog.psk
#exec MESH ORIGIN MESH=Dog X=0 Y=0 Z=50 YAW=-64 PITCH=0 ROLL=0
#exec ANIM IMPORT ANIM=animDog ANIMFILE=Models\animDog.psa COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP SCALE MESHMAP=Dog X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=Dog ANIM=animDog
#exec ANIM SEQUENCE ANIM=animDog SEQ=All STARTFRAME=0 NUMFRAMES=700
#exec ANIM SEQUENCE ANIM=animDog SEQ=lay_in STARTFRAME=0 NUMFRAMES=61
#exec ANIM SEQUENCE ANIM=animDog SEQ=lay_on STARTFRAME=61 NUMFRAMES=61
#exec ANIM SEQUENCE ANIM=animDog SEQ=Lay_out STARTFRAME=122 NUMFRAMES=31
#exec ANIM SEQUENCE ANIM=animDog SEQ=run_scared STARTFRAME=153 NUMFRAMES=20
#exec ANIM SEQUENCE ANIM=animDog SEQ=pounce STARTFRAME=173 NUMFRAMES=39
#exec ANIM SEQUENCE ANIM=animDog SEQ=Die STARTFRAME=212 NUMFRAMES=24
#exec ANIM SEQUENCE ANIM=animDog SEQ=Walk STARTFRAME=236 NUMFRAMES=33
#exec ANIM SEQUENCE ANIM=animDog SEQ=Run STARTFRAME=269 NUMFRAMES=20
#exec ANIM SEQUENCE ANIM=animDog SEQ=stand STARTFRAME=289 NUMFRAMES=143
#exec ANIM SEQUENCE ANIM=animDog SEQ=bark STARTFRAME=432 NUMFRAMES=31
#exec ANIM SEQUENCE ANIM=animDog SEQ=piss STARTFRAME=463 NUMFRAMES=101
#exec ANIM SEQUENCE ANIM=animDog SEQ=attack STARTFRAME=564 NUMFRAMES=35
#exec ANIM SEQUENCE ANIM=animDog SEQ=limp STARTFRAME=599 NUMFRAMES=101
#exec ANIM DIGEST ANIM=animDog VERBOSE
#exec TEXTURE IMPORT NAME=Dog FILE=Textures\Dog.bmp GROUP=Skins FLAGS=2
#EXEC MESHMAP SETTEXTURE MESHMAP=Dog NUM=0 TEXTURE=Dog
defaultproperties
{
Texture=None
Skin=None
Mesh=SkeletalMesh'Dog'
}