Weapon not showing up [Solved]

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Fiodis
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Weapon not showing up [Solved]

Post by Fiodis »

One of my weapons isn't showing up in-game, but there are no messages whatsoever about it in the error log or munge log. The same unit has another custom weapon that works fine. The game does not crash - it's just as if I had never added the weapon in the first place. What could be wrong?
501st_commander
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Re: Weapon not showing up

Post by 501st_commander »

Did you add the weapon to the unit? Not saying you didn't, but this is the only thing i can think of.
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ACEwithSPADES
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Re: Weapon not showing up

Post by ACEwithSPADES »

does it have a class parent(although if it didn't i think crash) but other then what commander said i can't think of anything else :?
Last edited by ACEwithSPADES on Sun Feb 20, 2011 10:15 pm, edited 1 time in total.
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Firefang
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Re: Weapon not showing up

Post by Firefang »

Did you check that all numbers (ammo, name, etc.) match up to the weapon number? And that everything is spelled right?
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Fiodis
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Re: Weapon not showing up

Post by Fiodis »

It does have a class parent. I have checked multiple times for stupid mistakes and have found none.
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Re: Weapon not showing up

Post by ACEwithSPADES »

can u post the weps odf?
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Fiodis
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Re: Weapon not showing up

Post by Fiodis »

Odf:
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_sniper_rifle"
GeometryName = "rep_weap_inf_sniperrifle.msh"

[Properties]
GeometryName = "rep_weap_inf_sniperrifle"
HighResGeometry = "rep_weap_inf_sniperrifle"

OrdnanceName = "rep_weap_testaimer_ord"
FirePointName = "hp_fire"

MedalsTypeToUnlock = 4
ScoreForMedalsType = 9999

MinRange = "8"
OptimalRange = "64"
MaxRange = "128"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"

LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"

ReticuleInAimingOnly = 1
SniperScope = 0
ZoomFirstPerson = 0
ZoomMin = "1.0"
ZoomMax = "1.0"
ZoomRate = "0.0"

YawSpread = "0.0"
PitchSpread = "0.0"

KickStrength = "0.0" // "2.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "1.0"
ShotDelay = "0.25"
TriggerSingle = "1"
MaxPressedTime = "0.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "rep_weap_inf_sniper_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"


[/code]
Ordance:
Hidden/Spoiler:
[code][OrdnanceClass]
//This area defines the ordnances class and the effects associated with it.
ClassLabel = "beam"

[Properties]
//ImpactEffectWater = "com_sfx_watersplash_ord"

LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "224 128 224 0"
//LightColor = "224 128 224 150"
//LightRadius = "4.0"


LaserWidth = "0.075"
FadeOutTime = "0.25"

//ImpactEffectSoft = "com_sfx_ord_exp"
//ImpactEffectRigid = "com_sfx_ord_exp"
//ImpactEffectStatic = "com_sfx_ord_exp"
//ImpactEffectTerrain = "com_sfx_ord_exp"
//ImpactEffectWater = "com_sfx_watersplash_ord"
//ImpactEffectShield = "com_sfx_ord_exp"

//ExpireEffect = "com_sfx_ord_exp"

LifeSpan = "6.0"
Range = "5.0"
Gravity = "1.0"
Rebound = "0.0"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

MaxDamage = "0.0"

PassThrough = "0"

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on

[/code]
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ACEwithSPADES
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Re: Weapon not showing up

Post by ACEwithSPADES »

pretty sure the
MedalsTypeToUnlock = 4
ScoreForMedalsType = 9999

is supposed to be the same...
kinetosimpetus
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Re: Weapon not showing up

Post by kinetosimpetus »

Do you want the unit to always have the weapon? Then put both of those to -1.

ScoreForMedals type determines which award the weapon can earn. The type to lock and unlock codes determine which awards unlock or lock the weapon.
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Fiodis
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Re: Weapon not showing up

Post by Fiodis »

kinetosimpetus wrote:Do you want the unit to always have the weapon? Then put both of those to -1.

ScoreForMedals type determines which award the weapon can earn. The type to lock and unlock codes determine which awards unlock or lock the weapon.
Thanks, setting them both to -1 made the weapon show up.
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