Screenshot of what I mean:
Hidden/Spoiler:

Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_new_rifle.msh"
[Properties]
GeometryName = "rep_weap_inf_new_rifle"
HighResGeometry = "rep_weap_inf_new_rifle"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"
HUDTag = "rep_weap_inf_new_rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
MinRange = "0"
OptimalRange = "80"
MaxRange = "500"
RoundsPerClip = "250"
ReloadTime = "1.5"
ShotDelay = "0.25"
TriggerSingle = "0"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "0 0 255 255"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "cis_weap_inf_wrist_blaster_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
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"
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_new_rifle.msh"
[Properties]
GeometryName = "rep_weap_inf_new_rifle"
HighResGeometry = "rep_weap_inf_new_rifle"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"
HUDTag = "rep_weap_inf_new_rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
MinRange = "0"
OptimalRange = "80"
MaxRange = "500"
RoundsPerClip = "250"
ReloadTime = "1.5"
ShotDelay = "0.25"
TriggerSingle = "0"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "0 0 255 255"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "cis_weap_inf_wrist_blaster_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
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"
Hidden/Spoiler:
Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_new_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_new_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.710000, 0.710000, 0.710000)
}
MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("item_powerup_ammo", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("item_powerup_ammo")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_new_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("rep_weap_inf_new_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.710000, 0.710000, 0.710000)
}
MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("item_powerup_ammo", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("item_powerup_ammo")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}



