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How to fix weapon hud icons? [Solved]

Posted: Wed Aug 27, 2014 12:55 am
by jojo3450
so I added a underhand chain gun but the gun is in the middle of the hud, it is'nt were its suppose to be is there a way to fix it thanks :bowdown:

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 12:58 am
by Marth8880

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 9:24 pm
by jojo3450
so I followed the instructions exact and I put this in the odf
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_chaingun"
GeometryName = "rep_weap_inf_chaingun.msh"

[Properties]

GeometryName = "rep_weap_inf_chaingun"
HUDTag = "rep_weap_inf_chaingun"
HighResGeometry = "rep_1st_weap_inf_chaingun"

OrdnanceName = "rep_weap_inf_chaingun_ord"

SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5

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

ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

WarmUpSound = "rep_weap_inf_chaingun_spin"
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2

BarrelSound = "rep_weap_inf_chaingun_fire"
BarrelSoundFadeInTime = 0.2
BarrelSoundFadeOutTime = 0.1
[/code]
and in the extraweaponshud this
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_dc15carbine", "com_inv_mesh")
NameMesh("rep_weap_inf_chaingun", "com_inv_mesh")

EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}rep_weap_inf_chaingun

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("rep_weap_inf_dc15carbine")
{
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_chaingun")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("", "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("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}





[/code]

and nothing happened it stayed the same

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 9:30 pm
by Marth8880
Are you using Windows Vista or 7? If so, did you apply the munge_side.bat fix? If not, download the following file into data_***\_BUILD\Sides\.

https://www.dropbox.com/s/f9odllff691x9 ... e_side.bat

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 9:55 pm
by jojo3450
im using windows 8.1
edit: I tried downloading it and my computer blocks it says it is malware

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 10:21 pm
by JimmyAngler
Unblock it. ;)

Re: how to fix weapon hud icons

Posted: Wed Aug 27, 2014 11:07 pm
by jojo3450
Oh thanks it work :bowdown: thanks dudes